We are expected to pack multiple rectangles into one large texture with an approximation algorithm that runs in polynomial time. This problem has been widely discussed and dedicated the name Strip packing problems. To be exact, the problem involves packing items into a single strip of fixed width...
With large tracer tolerance values, the polygon is only a rough approximation of the sprite outline. The packer performance will increase, but the sprite sheets might get a bit larger. Runtime performance might get better (fewer vertices to process) or worse (higher overdraw). Setup some ...
Views of the object are projected onto the object's proxy, an approximation of the object's surface. This paper describes a system that consists of a novel technique for creating a proxy using the marching cubes algorithm, an algorithm for computing view textures based on a novel technique ...
FloydSteinberg Alpha method uses a distribution to compute the next approximation of the color that should be used to minimize color loss with the reduced pixels. This allows an image that is of higher number of colors to a format with lower number of colors (bits to ...
FloydSteinberg Alpha method uses a distribution to compute the next approximation of the color that should be used to minimize color loss with the reduced pixels. This allows an image that is of higher number of colors to a format with lower number of colors (bits to represent color). Auto...
FloydSteinberg Alpha method uses a distribution to compute the next approximation of the color that should be used to minimize color loss with the reduced pixels. This allows an image that is of higher number of colors to a format with lower number of colors (bits to repre...
Hsiang, W.-Y.: Least Action Principle of Crystal Formation of Dense Packing Type and Kepler’s Conjecture. World Scientific, Singapore (2001) MATH Google Scholar Huang, M., Man, C.-S.: Constitutive relation of elastic polycrystal with quadratic texture dependence. J. Elast. 72, 183–212...
So interpolating floats as if they were ints actually does something reasonable, although it does not always produce linear interpolation—it effectively interpolates along a piecewise-linear approximation of a logarithmic curve! BC6 does involve some special-casing to handle negative numbers, NaNs ...
A better approximation would be to use total memory in bytes instead of a single texture dimension. Unfortunately D3D11 uses the notion of StagingTextures, and while a 4096x16 texture consumes little memory (which GL, Vulkan, Metal and D3D12 would handle just fine, because all transfers are ...
FloydSteinberg Alpha method uses a distribution to compute the next approximation of the color that should be used to minimize color loss with the reduced pixels. This allows an image that is of higher number of colors to a format with lower number of colors (bits t...