Procedural Reproduction of Terrain Textures with Geographic Data

Carsten Dachsbacher, Tobias Bolch, Marc Stamminger, Inria Sophia-Antipolis · 2006

Diverse caching and compression strategies have been developed to deal with huge amounts of precomputed or acquired texture data. Two approaches with hardware support are clipmaps [SGI] (on SGI’s InfiniteReality) and S3 texture compression (see e.g. [Mic02]) supported by all contemporary graphics hardware. Other solutions to this problem are solved on the software side using adequate caching or paging strategies: typically a large terrain is repinria-00606769,

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