Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Automated Texture Mapping of 3D City Models With Oblique Aerial Imagery
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
VIsualization for HPC Data - Large Terrain Model
HPCASIA '04 Proceedings of the High Performance Computing and Grid in Asia Pacific Region, Seventh International Conference
Survey of semi-regular multiresolution models for interactive terrain rendering
The Visual Computer: International Journal of Computer Graphics
Texture management in view dependent application for large 3D terrain visualization
Proceedings of the 2008 Spring simulation multiconference
An efficient image-mosaicing method based on multifeature matching
Machine Vision and Applications
Real-Time streaming and rendering of terrains
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
Scalable 3-D Terrain Visualization Through Reversible JPEG2000-Based Blind Data Hiding
IEEE Transactions on Multimedia
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With todays geobrowsers, the tessellations are far from being smooth due to a variety of reasons: the principal being the light difference and resolution heterogeneity. Whilst the former has been extensively dealt with in the literature through classic mosaicking techniques, the latter has got little attention. We focus on this latter aspect and present two DWT domain methods to seamlessly stitch tiles of heterogeneous resolutions. The first method is local in that each of the tiles that constitute the view, is subjected to one of the three context-based smoothing functions proposed for horizontal, vertical, and radial smoothing, depending on its localization in the tessellation. These functions are applied at the DWT subband level and followed by an inverse DWT to give a smoothened tile. In the second method, though we assume the same tessellation scenario, the view field is thought to be of a sliding window which may contain parts of the tiles from the heterogeneous tessellation. The window is refined in the DWT domain through mosaicking and smoothing followed by a global inverse DWT. Rather than the traditional sense, the mosaicking employed over here targets the heterogeneous resolution. Perceptually, this second method has shown better results than the first one. Themethods have been successfully applied to practical examples of both the texture and its corresponding DEM for seamless 3D terrain visualization.