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Foveated texture mapping with JPEG2000 compression
Proceedings 2001 International Conference on Image Processing (Cat. No.01CH37205)
A current technique to control the rendering speed in interactive virtual worlds is the representation of object geometry using a hierarchical level of detail. Missing features can be supplied through the use of texture maps, but the reduced rendering time is bought at a trade-off in the amount of memory required to store the texture images. Compressed texturing techniques (e.g. S3TC, FTX1, VQ) offer some relief, but at a cost to image quality and detail. This paper proposes a solution using
doi:10.1109/icip.2001.958249
dblp:conf/icip/HenryR01
fatcat:mynks6dzmfd53no6jjar25kwnm