Two problems with all 3D representations of environments are the memory limit and rendering time of textures placed on a 3D plane. Software developers usually have to limit the size of resolutions for their textures. With these resolution limits, textures can be blurry up close when looking at them. In this thesis, I propose a new texturing technique that will replace the texture’s large stretched pixels with repeatable micro-textures that represent the material that the overall texture is representing. So when the textures are seen up close now, it will display a crisp detailed representation of those materials at a micro level thus giving the illusion of much higher resolution textures within the 3D environment.
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|Advisor:||Conrad, Almudena, Wang, Susan|
|Commitee:||Conrad, Almudena, Kingery, Michael, Wang, Susan|
|Department:||Interdisciplinary Computer Science|
|School Location:||United States -- California|
|Source:||MAI 51/04M(E), Masters Abstracts International|
|Keywords:||3D, AMT, Graphics, Rendering, Texturing, Three-dimensional, Videogames|
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