@INPROCEEDINGS{St02, author = {R. Strzodka}, title = {Virtual 16 Bit Precise Operations on {RGBA8} Textures}, booktitle = {Vision Modeling and Visualisation 2002}, year = {2002}, pages = {171--178}, abstract = {There is a growing demand for high precision texture formats fed by the increasing number of textures per pixel and multi-pass algorithms in dynamic texturing and visualization. Therefore support for wider data formats in graphics hardware is evolving. The existing functionality of current graphics cards, however, can already be used to provide higher precision textures. This paper shows how to emulate a 16 bit precise signed format by use of RGBA8 textures and existing shader and register operations. Thereby a 16 bit number is stored in two unsigned 8 bit color channels. The focus lies on a 16 bit signed number format which generalizes existing 8 bit formats allowing lossless format expansions, and which has an exact representation of 1, 0 and $-1$ allowing stable long-lasting dynamic texture updates. Implementations of basic arithmetic operations and dependent texture loop-ups in this format are presented and example algorithms dealing with 16 bit precise dynamic updates of displacement maps, normal textures and filters demonstrate some of the resulting application areas.}, pdf = {http://numod.ins.uni-bonn.de/research/papers/public/St02.pdf}, html = {http://numerik.math.uni-duisburg.de/people/strzodka/projects/IP/} }