Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Prefetching in a texture cache architecture
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interactive display of very large textures
Proceedings of the conference on Visualization '98
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
Seamless heterogeneous 3D tessellation via DWT domain smoothing and mosaicking
EURASIP Journal on Advances in Signal Processing
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This paper presents a method for view-dependent texture management into a large terrain 3D visualization system. The proposed system can handle several collections of images, each one subdivided in tiles and stored in a database management system (DBMS). The main contribution of this work is a methodology for managing multi-resolution textures in multiple caching levels (database, main memory and graphics card memory), while making use of coherence between successive frames and combined with frustum culling to generate a visually relevant terrain 3D scene using hardware with limited resources.