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A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
[article]
2001
Symposium on Rendering
The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. 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 have the greatest visual importance in the scene. The algorithm employs a resource allocation scheme that decides which resolution to use for each
doi:10.2312/egwr/egwr01/249-256
fatcat:53wvesz22fcyvmjqslqhvrsewq