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| Title | Adaptive 4-8 Texture Hierarchies
(In Proceedings) |
| in | Proceedings of IEEE Visualization 2004 |
| Author(s) |
Lok Ming Hwa, Mark A. Duchaineau, Ken Joy |
| Keyword(s) | 4-8 subdivision, textures, out-of-core algorithms, terrain maps |
| Year |
October 2004
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| Location | Austin, TX |
| Date | October, 2004 |
| Publisher | Computer Society Press |
| Address | Los Alamitos, CA |
| Organization | IEEE |
| Pages | 219--226 |
| Download |  |
| BibTeX |  |
| 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 Realtime
Optimally Adapting Meshes (ROAM) algorithm for viewdependent
multiresolution mesh generation. Improvements to
ROAM included here are: the diamond data structure as a streamlined
replacement for the triangle bintree elements, the use of lowpass-
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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