@InProceedings{ToledoWangLevy:2007:GeTe,
author = "Toledo, Rodrigo de and Wang, Bin and Levy, Bruno",
affiliation = "Tecgraf, PUC-Rio and {Tsinghua University} and ALICE, INRIA",
title = "Geometry Textures",
booktitle = "Proceedings...",
year = "2007",
editor = "Falc{\~a}o, Alexandre Xavier and Lopes, H{\'e}lio C{\^o}rtes
Vieira",
organization = "Brazilian Symposium on Computer Graphics and Image Processing, 20.
(SIBGRAPI)",
publisher = "IEEE Computer Society",
address = "Los Alamitos",
keywords = "mesosctructure, ray casting, GPU, height map, partitioning.",
abstract = "The goal of geometry textures is to interactively display finely
tessellated geometric models. Nowadays, models with millions of
triangles still cannot be directly rendered by graphics cards
without using elaborate acceleration methods. The large number of
triangles overloads the vertex pipeline of the GPU. In our work,
the geometry is no longer represented by polygons and the main
rendering effort is on the pixel pipeline, alleviating the vertex
one, thus allowing a significant increase in performance.
Transferring the workload to the pixel pipeline brings the benefit
of a natural LOD, since rendering time is proportional to the
number of rendered pixels. Therefore, when a complex object is far
away from the viewer, less computation must be done.",
conference-location = "Belo Horizonte, MG, Brazil",
conference-year = "7-10 Oct. 2007",
doi = "10.1109/SIBGRAPI.2007.37",
url = "http://dx.doi.org/10.1109/SIBGRAPI.2007.37",
language = "en",
ibi = "6qtX3pFwXQZG2LgkFdY/QVymq",
url = "http://urlib.net/ibi/6qtX3pFwXQZG2LgkFdY/QVymq",
targetfile = "sibgrapi07_geo_tex.pdf",
urlaccessdate = "2025, June 24"
}