How virtual textures work
shlom.dev20 points by betamark 11 hours ago
20 points by betamark 11 hours ago
A good portion of the world and Lenna herself have asked that image be retired.
Who is Lenna?
A copyrighted image of a nude model elected for no obvious reason has a test image in the University of South California by some pervs and then used in a lot of papers as a test image.
Or, a standard cropped image of a playgirl used in the field of image processing.
> The result was visually striking. Repeating tile patterns disappeared, and artists could paint unique detail across large environments without concern for reuse. The primary cost was not GPU throughput, but latency elsewhere in the system.
No, the primary "cost" was artists having to fill a world with unlimited textures instead of just filling memory and then having to make due.
The constraint of "limited texture memory budget" also puts a constraint on how much work the artists can do. Remove that constraint lets artists do unlimited work. It might sound like a plus because "freedom!" but it turns into a minus trying to actually ship on time and at budget.
I get that wasn't the point of the article's "cost", but thought it was worth mentioning.
> Texture binds multiply. Draw calls explode. Bandwidth usage spikes. You spend more time feeding the GPU than rendering.
Is this AI?
Its just a casual writing style, written like how you might describe it verbally to imply the list of ill effects goes on and on.
Probably just Aspie, judging by some of their other writing (including their About page). I've seen Aspie writing misidentified as LLM output surprisingly often.
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