ABSTRACT

In modern games, textures are the primary means of storing information about the appearance of materials. While often a single texture is applied to an entire 3D mesh containing all materials, they equally often represent individual materials, e.g., textures of walls, terrain, vegetation, debris, and simple objects. These single-material textures often do not exhibit large color variety and contain a limited range of hues, while using a full range of brightness resulting from highlights and dark (e.g., shadowed), regions within the material surface. These observations, along with web articles noticing very limited color variety in Hollywood movies [Miro 10] and next-gen games, coming as far as the proposal of using only two color channels for the whole framebuffer [Mitton 09], were the motivation for the technique presented in this chapter.