Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
JPEG 2000: Image Compression Fundamentals, Standards and Practice
JPEG 2000: Image Compression Fundamentals, Standards and Practice
Real-time visualization of large textured terrains
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Network-Based Visualization of 3D Landscapes and City Models
IEEE Computer Graphics and Applications
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
3D-city modeling: a semi-automatic framework for integrating different terrain models
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
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Texture mapping greatly influences the performance of visualization in many 3D applications. Sometimes the texture data is so large that it has to be stored in slower external storage, rather than fast texture memory or host memory. In these circumstances, texture mapping becomes the performance bottleneck. In this paper, we present a compact multiresolution model, Texture Mipmap Quadtree (TMQ), to represent large-scale textures. It facilitates fast loading and pre-filtering of textures from slower external storage. Integrating continuous LOD model of terrain geometry, we present a criterion to select proper textures from TMQ according to viewing parameters during rendering stage. By exploiting temporal coherence, a dynamic texture management scheme is devised based on two-level cache hierarchy to further increase the performance of texture mapping.