On-the-fly Multi-scale infinite texturing from example


Providing efficient solutions for rendering detailed realistic environments in real-time applications, like games or flight/driving simulators, has always been a major focus in computer graphics. Details can be efficiently rendered using textures. But despite improvements of graphics hardware, memory capacity and data streaming techniques, which allowed over the recent years for increased scene complexity, texturing techniques must still fulfill constraints which are difficult to unify in a single approach. Ideally, they should 


1) be as fast as possible to avoid penalizing frame rates,

2) use compact texture maps to limit streaming and data transfers that also penalize frame rates, 

3) be non-periodic to avoid visual repetition artifacts, 

4) produce fine details to avoid undersampling artifacts, 

5) be enhanced with relief when details represent geometry like cracks or bumps to improve the rendering quality by accounting for parallax effects.



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