document: Meshed atlases for real-time procedural solid texturing We describe an implementation of procedural solid texturing that uses the texture atlas , a one-to-one mapping from an object 's surface into its texture space . The method uses the graphics hardware to rasterize the solid texture coordinates as colors directly into the atlas . A texturing procedure is applied per-pixel to the texture map , replacing each solid texture coordinate with its corresponding procedural solid texture result . The procedural solid texture is then mapped back onto the object surface using standard texture mapping . The implementation renders procedural solid textures in real time , and the user can design them interactively . The quality of this technique depends greatly on the layout of the texture atlas . A broad survey of texture atlas schemes is used to develop a set of general purpose mesh atlases and tools for measuring their effectiveness at distributing as many available texture samples as evenly across the surface as possible . The main contribution of this paper is a new multiresolution texture atlas . It distributes all available texture samples in a nearly uniform distribution . This multiresolution texture atlas also supports MIP-mapped minification antialiasing and linear magnification filtering
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extractive_keyphrases: meshed atlases texture atlas object surface texture space graphics hardware solid texture coordinates colors linear magnification filtering
abstractive_keyphrases: real-time procedural solid texturing one-to-one mapping rasterization rendering multiresolution texture atlas mip-mapped minification antialiasing