TEXTURE MEMORY
Virtual Texture: A Large Area Raster Resource for the GPU
It produces high quality images in real-time from very large textures using relatively little texture memory. The approach greatly relaxes the geometry tessellation limitation of the
http://www.multigen.com/pdf_content/2006IITSEC_VTPaper_2.pdf

Intel® 845G Chipset Graphics Memory Controller Hub (GMCH)
Support for DXTn and FXT1 texture decompression on-chip reduces memory bandwidth required to read texture memory and reduces the amount of memory required for texture storage by
http://download.intel.com/support/graphics/intel845g/gmch.pdf

RAMP-IV: A Low-Power and High-Performance 2D/3D Graphics Accelerator ...
Buffer A0 512kb Depth Buffer A1 512kb Depth Buffer B0 512kb Depth Buffer B1 512kb Frame Buffer A0 768kb Frame Buffer A1 768kb Frame Buffer B0 768kb Frame Buffer B1 768kb SlimShader Texture Memory 0
http://www.hotchips.org/archives/hc15/2_Mon/6.ramp4.pdf

High-end 3D Acceleration for Performance-driven Graphics Professionals
Large, dedicated frame buffer and texture memory support lets you create in rich, photorealistic shading and highly detailed textures ? always in true color, with maximum depth
http://www.3dlabs.com/legacy/Datasheets/wc4.pdf

GPU Memory Model : GPGPU Course Siggraph 2005
forward pipeline-Memory model will continue to evolve as GPUs become more general data-parallel processors ? Data Structures-Basic memory primitive is limited-size, 2D texture-Use
http://www.cs.kent.edu/~zhao/gpu/lectures/MemoryModel.pdf

Framebuffer Object
only one copy of image-but driver may sometimes have to do copy internally-but driver may sometimes have to do copy internally ? some hardware has separate texture and FB memory ?
http://download.nvidia.com/developer/presentations/2005/GDC/OpenGL_Day/OpenGL_FrameBuffer_Object.pdf

Prefetching in a Texture Cache Architecture
The pipeline may stall due to insufficient texture memory bandwidth. 4. Cycles may be lost to uncovered latency in the prefetch-ing architecture. Each of these components can be
http://graphics.stanford.edu/papers/texture_prefetch/texture_prefetch_comp.pdf

Texture Mapping with Vector Graphics: A Nested Mipmapping Solution
In addition to the main approach, a cache mechanism is devised to adjust texture memory allocation. Implemented by aging algorithms, this mechanism ensures that 3D objects, mapped
http://ww1.ucmss.com/books/LFS/CSREA2006/CGV4068.pdf

"Texture Partitioning and Packing for Accelerating Texture-based ...
Only the sub-textures from the visible boxes are blended and only the packed textures containing visible sub-textures reside in the texture memory.
http://www.cs.sunysb.edu/~vislab/projects/amorphous/WeiWeb/PPTexture/PPTexture.pdf

Xenos: XBOX360 GPU
XBOX360 GPU Michael Doggett Architect September 1, 2005 2 Overview ? System architecture ? Rendering performance ? GPU architecture ? Unified shader ? Memory Export ? Texture/Vertex
http://ati.amd.com/developer/eg05-xenos-doggett-final.pdf

Chapter 2 Advanced Virtual Texture Topics
virtual texture 2 is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory.
http://ati.amd.com/developer/SIGGRAPH08%5CChapter02-Mittring-Advanced_Virtual_Texture_Topics.pdf

Accessing PowerVR 2DC Features Under Windows¨ CE
Driver automatically optimizes (ÒtwiddlesÓ) texture on load. Option 2: Create video memory texture surface with ddsd.ddsCaps.dwCaps |= DDSCAPS_ALLOCONLOAD Write to texture memory
http://www.segatech.com/technical/gdc/powervr2dc_features_wince.pdf

A Perceptually-Based Texture Caching Algorithm for Hardware-Based ...
We present a new software texture caching algorithm that optimizes the use of texture memory in current graphics hardware by dynamically allocating more memory to the textures that
http://www.cs.dartmouth.edu/~fabio/papers/textures01.pdf

Virtual Textures Texture Management in Silicon
Copyright 3Dlabs, 1999 - Page 9 Details of the Paging Mechanism Details of the Paging Mechanism Very much like a CPU Virtual Memory System Very much like a CPU Virtual Memory
http://www.graphicshardware.org/previous/www_1999/presentations/v-textures.pdf

Chaos Mosaic: Fast and Memory Efficient Texture Synthesis
Chaos Mosaic: Fast and Memory Efficient Texture Synthesis Ying-Qing XU; Baining GUO; Harry SHUM April 20, 2000 Technical Report MSR-TR-2000-32 Microsoft Research Microsoft
http://research.microsoft.com/users/yqxu/papers/msr-tr-2000-32.pdf

Efficiently Rendering Large Volume Data Using Texture Mapping Hardware
As a result, both texture memory I/O and the texture resampling operations are reduced effectively. Experiments show that our method boosts the speed of rendering large volume data
http://research.microsoft.com/users/xtong/FINAL.PDF

Real-Time High-Dynamic Range Texture Mapping
Our technique allows for real-time rendering of scenes with arbitrary dynamic range, limited only by available texture memory. In our technique, high-dynamic range textures are
http://www.debevec.org/Research/HDRTM/egwr-01-cohen.pdf

The Design and Analysis of a Cache Architecture for Texture Mapping
One obstacle faced by designers of texture mapping systems is the requirement of extremely high bandwidth to texture memory. High bandwidth is necessary since there are typically
http://www.cs.virginia.edu/

Interactive Texture-Based Volume Rendering for Large Data Sets
The size of interactive data sets is a function of the hardware's available texture memory and fill rate. Current high-end hardware implementations place an upper bound on data-set
http://www.cs.virginia.edu/

Interactive Display Of Very Large Textures
steps may beCPUintensive, they can prevent real-time interaction with the scene even if the viewing program is designed to allow in-teractionwhile loading textures. ?Texture memory
http://rivit.cs.byu.edu/a3dg/publications/interactiveTextureDisplay.pdf

[PDF] Whitepaper - Texture Compression on Quantum3D PC-IGs
In doing so, these applications many times use texture maps whose total size exceeds the amount texture memory available in standard graphicssubsystems.
http://www.quantum3d.com/PDF/whitepapers/TextureCompression.pdf

Using Texture Compression in OpenGL Sébastien Dominé sebastien ...
How to transfer a compressed texture directly into texture memory. Finally, never compress dynamic textures at runtime, since the compression process is slow. Conclusion By following
http://www.oldunreal.com/editing/s3tc/ARB_texture_compression.pdf

Summary
multiple high-speed buses have been replaced with a single ultra high-speed connection to memory, significantly reducing total system cost. ?Memory upgrades (e.g., texture memory
http://www.sgi.com/pdfs/1352.pdf

MIPmapping Texel Requirements
August 1996 4-1 IRIS Performer 2.1 on InfiniteReality allows you to create textures that are much bigger than will fix in texture memory, and even in system memory, so that you can
http://www.sgi.com/products/software/performer/presentations/clipmap_intro.pdf

Multi-Level Texture Caching for 3D Graphics Hardware
Results suggest that an L2 cache achieves the original advantage of the pull architecture - stemming the growth of local texture memory - while at the same time stemming the current
http://www.princeton.edu/~rblee/ELE572Papers/TextureCachingfor3DGraphics.pdf

Fast Optimization of Texture Memory Usage for Heightfield Renderers
Advanced Terrain Visualization System Terrain Rendering at High Levels of Detail Jonathan Blow jon@number-none.com Bolt Action Software March 11, 2000 In the course of developing a
http://number-none.com/blow/papers/terrain_rendering.pdf

DIGITAL PowerStorm 1000 Texture Memory Installation Procedure
Digital Equipment Corporation. 1998. All Rights Reserved. ?AlphaStation, DIGITAL, PowerStorm, and the DIGITAL logo are trademarks of Digital Equipment Corporation. TM DIGITAL
http://vt100.net/mirror/mds-199909/cd1/sys_opt/ps5dtiga.pdf

DIGITAL PowerStorm 4D30T Graphics Option Texture Memory Upgrade ...
DIGITAL PowerStorm 4D30T Graphics Option Texture Memory Upgrade Installation Procedures
http://vt100.net/mirror/mds-199909/cd1/sys_opt/pbxgdipa.pdf

Texture Memory In a NiTi Shape-Memory Alloy
1 To be submitted to Acta Materialia, October 2007 Texture Memory In a NiTi Shape-Memory Alloy B. Ye and B.S. Majumdar * 1 Materials Department, New Mexico Tech., 801 Leroy Place
http://www.nmt.edu/~majumdar/Acta_NiTi_Majum_1.pdf

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