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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 |
School: | Mills College |
Department: | Interdisciplinary Computer Science |
School Location: | United States -- California |
Source: | MAI 51/04M(E), Masters Abstracts International |
Source Type: | DISSERTATION |
Subjects: | Computer science |
Keywords: | 3D, AMT, Graphics, Rendering, Texturing, Three-dimensional, Videogames |
Publication Number: | 1531321 |
ISBN: | 978-1-267-83265-8 |