NVIDIA patent describes Infinite Resolution Textures

Posted on Monday, June 11 2018 @ 10:27 CEST by Thomas De Maesschalck
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NVIDIA filed a patent for a technique that promises to enable the creation of infinite resolution textures. While 3D geometry can be sampled at any scale, texture maps are registered to the geometry at a particular scale. When these texture maps get sampled on resolutions much greater than the provided scales, like when you run old games on new hardware, this results in a lot artifacts. The new NVIDIA patent aims to solve this via a vector-based technique.
Looking back in time for a possible solution to be applied in the future, Nvidia comments that some of the oldest video games were vector-based rather than raster-based. It then observes that vector technology is still used in industries today where quality approximation is not acceptable, in fields such as illustration and computer-aided design.

...Back to Nvidia's patent and it suggests a method where the computer will generate "an infinite resolution texture acceleration data structure" and storing it in memory for the rendering process. I guess this could stand the test of time better than simple bitmap textures but isn't really 'infinite' in a way you can zoom in to an object in real-life using various microscope technologies.
NVDA Infinite Resolution patent

Source: Hexus


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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