Our work seeks to address the artifacts that occur when textures are
magnified. Our contributions are threefold:
First of all, we observe that we can apply the silhouette map algorithm
which was presented
at last year's SIGGRAPH to the problem of texture magnification.
Secondly, we added a filtering capability to the silhouette map algorithm
to allow it to deal with more complex, natural textures. Why this is a problem
will become clearer later in the talk.
Finally, we implemented the entire algorithm on graphics hardware and
I'll show you a demo of the algorithm running at over 300fps.