A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering

  • Reynald Dumont
  • Fabio Pellacini
  • James A. Ferwerda
Conference paper
Part of the Eurographics book series (EUROGRAPH)


The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a new software texture caching algorithm that optimizes the use of texture memory in current graphics hardware by dynamically allocating more memory to the textures that have the greatest visual importance in the scene. The algorithm employs a resource allocation scheme that decides which resolution to use for each texture in board memory. The allocation scheme estimates the visual importance of textures using a perceptually-based metric that takes into account view point and vertex illumination as well as texture contrast and frequency content. This approach provides high frame rates while maximizing image quality.


Graphic Hardware Resource Allocation Scheme Visual Saliency Resource Allocation Algorithm Benefit Function 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. [1]
    A. C. Beers, M. Agrawala and N. Chaddha. Rendering from Compressed Textures. SIGGRAPH’ 96 Conference Proceedings.Google Scholar
  2. [2]
    J. Blow. Implementing a Texture Caching System. Game Developer. April 1998.Google Scholar
  3. [3]
    M. R. Bolin and G. Meyer. A Perceptually Based Adaptive Sampling Algorithm. SIGGRAPH’ 98 Conference Proceedings.Google Scholar
  4. [4]
    S. E. Chen. Quicktime VR — An image-Based Approach to Virtual Environment Navigation. ACM SIGGRAPH’ 95 Conference Proceedings.Google Scholar
  5. [5]
    D. Cline and P. K. Egbert. Interactive Display of Very Large Textures. IEEE Visualization’ 98 Conference Proceedings.Google Scholar
  6. [6]
    D. Cohen-Or, E. Rich, U. Lerner and V. Shenkar. A Real-Time Photo-Realistic Visual Flythrough. IEEE transaction on Visualization and Computer Graphics, 1996.Google Scholar
  7. [7]
    S. Daly. The Visual Difference Predictor: An Algorithm for the Assessment of Visual Fidelity. Digital Image and Human Vision, MIT Press, 1993.Google Scholar
  8. [8]
    T. A. Funkhouser and C. H. Sequin. Adaptive Display Algorithms for Interactive Frame Rates During Visualization of Complex Virtual Environments. SIGGRAPH’ 93 Conference Proceedings.Google Scholar
  9. [9]
    I. Homan, M. Eldridge. K. Proudfoot, Prefetching in a Texture Cache Architecture. Proc. 1998 Eurographics/Siggraph workshop on graphics hardwareGoogle Scholar
  10. [10]
    E. Horvitz and J. Lengyel. Perception, Attention, and Resources: A Decision-Theoretic Approach to Graphics Rendering. Proceedings of the Thirteenth Conference on Uncertainty in Artificial Intelligence. 1997.Google Scholar
  11. [11]
    P. Lindstrom, D, Koller, L. F. Hodges, W. Ribarsky, N. Faust and G. Turner. Level-of-Detail Managements for Real-Time Rendering of Photo-Textured Terrain. GIT-GVU Technical Report, 1995.Google Scholar
  12. [12]
    T. Möller and E.Haines. Real-Time Rendering. AK Peters, 1999.Google Scholar
  13. [13]
    K. Myszkowski. The Visible Differences Predictor: Applications to Global Illumination Problems. Eurographics Rendering Workshop’ 98 Proceedings, 1998.Google Scholar
  14. [14]
    K. Myszkowski, P. Rokita and T. Tawara. sPerceptually-informed accelerated rendering of high quality walkthrough sequences. Eurographics Rendering Workshop’ 99 Proceedings, 1999.Google Scholar
  15. [15]
    S. M. Oborn. UTAH: The Movie. Master’s Thesis, Utah State University, 1994.Google Scholar
  16. [16]
    M. Ramasubramanian, S. N. Pattanaik and D. Greenberg. A Perceptually Based Physical Error Metricfor Realistic Image Synthesis. ACM SIGGRAPH’ 99 Conference Proceedings.Google Scholar
  17. [17]
    Sahn. Approximate algorithms for the 0/1 knapsack problem. ACM Publication.Google Scholar
  18. [18]
    S3TC DirectX 6.0 Standard Texture Compression. S3 Inc., 1998.Google Scholar
  19. [19]
    J. Torborg and J. T. Kajiya. Talisman: Commodity Realtime 3D Graphics for the PC. SIGGRAPH’ 96 Conference Proceedings.Google Scholar
  20. [20]
    H. Yee, S. N. Pattanaik and D. P. Greenberg. Spatio-Temporal Sensitivity and Visual Attention in Dynamic Environments, accepted for publication in ACM Transactions on Computer Graphics (2001).Google Scholar

Copyright information

© Springer-Verlag Wien 2001

Authors and Affiliations

  • Reynald Dumont
    • 1
  • Fabio Pellacini
    • 1
  • James A. Ferwerda
    • 1
  1. 1.Program of Computer GraphicsCornell UniversityUSA

Personalised recommendations