Game Development Reference
Packed Ptex also incurs higher runtime cost than conventional texture mapping.
Memory costs can actually be lower relative to conventional texturing, depending
primarily on the per-face texture resolution, filter kernel width, and the savings
relative to the waste inherent with conventional texture atlases. Although packed
Ptex can be applied to many different texture types, the most promising is prob-
ably displacement mapping, where the relative overhead is lower and the benefit
of seamlessness is greatest.
The techniques described here were developed in collaboration with Sujeong Kim
and Justin Hensley. Tim Heath, Abe Wiley, Exigent and Zoic helped on the art
side. This work was done under the management and support of Jason Yang and
David Hoff. Sujeong Kim, Takahiro Harada and Christopher Oat all provided
valuable feedback in writing this article.
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[McDonald 12] John McDonald. “Practical Ptex for Games.” Game Developer
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