Carmack’s Virtualized Textures

August 22, 2007 at 11:39 pm (Papers, Presentations)

John Carmack from id recently brought his virtualized texture technology back into the spotlight at QuakeCon 2007 (videos 1 2 3). Personally I think the concept of rolling your own texture virtualization and swapping in and out 80+GB of textures is immensely interesting. Especially when you factor in ideas like only fetching lower mip levels when you’re moving quickly and applying motion blur. There is a thread on gamedev.net right now that has lots of speculation and interesting ideas regarding how exactly to go about doing such a thing.

Also, the same thread linked to an interesting paper (“Unified Texture Management for Arbitrary Meshes”) from 2004 exploring some similar ideas.

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