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The Number One Educational Resource for the Game Industry

Session Name: Eliminating Texture Waste: Borderless Realtime Ptex
Speaker(s): John McDonald
Company Name(s): NVIDIA
Track / Format: Visual Arts

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Overview: In this session, John McDonald will demonstrate a new, border-free technique for rendering Ptex datasets in real-time, on any OpenGL 4 (or Direct3D 11) capable consumer hardware. By jettisoning borders, the memory overhead of this method has even dropped below those of standard texture mapping. Session attendees will see a live Ptex demo running on commonly available consumer hardware. They will dive with John, deep into the guts of a complete, working OpenGL implementation.

GDC 2013

John McDonald

NVIDIA

free content

Visual Arts

Visual Arts