Mapping High Quality Textures on an Interactive Globe

F. Goetz, B. Boening, and G. Domik (Germany)


Visualization, rendering algorithms, real-time rendering, sphere generation, large textures, texture compression


Current bus systems like AGP and PCI Express provide high transfer speed between the main memory and the memory of the graphics accelerator board. In this paper we present an efficient solution for texturing spheres with extreme large and high quality textures. In our interactive demonstration we use mip-mapped textures of different levels. Together with the corresponding bump maps the uncompressed texture data has a total amount of 5.2 gigabytes. While using S3TC texture compression and by combining enhanced swapping strategies and efficient rendering algorithms we achieve accurate frame rates for interactive navigation on an earth mapped globe even on limited desktop computers.

Important Links:

Go Back