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|Session Name:||Texturing Massive Terrain|
|Company Name(s):||Blizzard Entertainment|
|Track / Format:||Online|
|Overview:||This talk presents algorithms to help increase texture quality for large, uniquely textured terrain systems. The session covers availability of compression techniques to reduce unique footprint, along with compositing systems to generate high resolution texturing at runtime very quickly. Colt McAnis will present the latest research on Example Based Texture Synthesis, and discuss implementation ideas on how to adapt this exciting technology to content pipelines. Additionally, solutions for directly dealing with increased content burden related to texturing large unique terrains, focusing on automation algorithms, as well as multiple-user problems and solutions.|