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Adaptive 4-8 Texture Hierarchies

Published: 10 October 2004 Publication History

Abstract

We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced based on 4-8 refinement of raster tiles, in which the texture grids in effect rotate 45 degrees for each level of refinement. This hierarchy provides twice as many levels of detail as conventional quadtree-style refinement schemes such as mipmaps, and thus provides per-pixel view-dependent filtering that is twice as close to the ideal cutoff frequency for an average pixel. Because of this more gradual change in low-pass filtering, and due to the more precise emulation of the ideal cutoff frequency, we find in practice that the transitions between texture levels of detail are not perceptible. This allows rendering systems to avoid the complexity and performance costs of per-pixel blending between texture levels of detail. The 4-8 texturing scheme is integrated into a variant of the Real-time Optimally Adapting Meshes (ROAM) algorithm for viewdependent multiresolution mesh generation. Improvements to ROAM included here are: the diamond data structure as a stream-lined replacement for the triangle bintree elements, the use of low-pass- filtered geometry patches in place of individual triangles, integration of 4-8 textures, and a simple out-of-core data access mechanism for texture and geometry tiles.

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  • (2010)An efficient simplification and real-time rendering algorithm for large-scale terrainInternational Journal of Computer Applications in Technology10.1504/IJCAT.2010.03414538:1/2/3(106-112)Online publication date: 1-Jul-2010
  • (2006)Enabling scientific workflows in virtual realityProceedings of the 2006 ACM international conference on Virtual reality continuum and its applications10.1145/1128923.1128948(155-162)Online publication date: 14-Jun-2006
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Published In

cover image ACM Conferences
VIS '04: Proceedings of the conference on Visualization '04
October 2004
667 pages
ISBN:0780387880

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IEEE Computer Society

United States

Publication History

Published: 10 October 2004

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Author Tags

  1. Adaptive Textures
  2. Large Data Set Visualization
  3. Level-of-Detail Techniques
  4. Out-of-Core Algorithms
  5. View-Dependent Visualization

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Cited By

View all
  • (2016)Vertex relocationMultimedia Tools and Applications10.1007/s11042-015-2715-175:22(14057-14073)Online publication date: 1-Nov-2016
  • (2010)An efficient simplification and real-time rendering algorithm for large-scale terrainInternational Journal of Computer Applications in Technology10.1504/IJCAT.2010.03414538:1/2/3(106-112)Online publication date: 1-Jul-2010
  • (2006)Enabling scientific workflows in virtual realityProceedings of the 2006 ACM international conference on Virtual reality continuum and its applications10.1145/1128923.1128948(155-162)Online publication date: 14-Jun-2006
  • (2005)Interactive rendering of massive terrains on PC clustersProceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization10.5555/2384060.2384082(133-141)Online publication date: 1-Jun-2005
  • (2005)GoLDACM SIGGRAPH 2005 Papers10.1145/1186822.1073276(869-877)Online publication date: 31-Jul-2005
  • (2005)GoLDACM Transactions on Graphics10.1145/1073204.107327624:3(869-877)Online publication date: 1-Jul-2005
  • (2005)Real-Time Optimal Adaptation for Planetary Geometry and TextureIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2005.6511:4(355-368)Online publication date: 1-Jul-2005

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