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the root level of tile has the width and height spans the whole
globe world. By this means, the area of any node can be
specified by its east (E) and west (IV) longitude and north (TV)
and south (5) latitude. For the root node, £ n = 180
and, N o = -90\S o =9O°.
Figurel. Multi-Resolution Pyramid model
The texture tiles are organized in quad-tree structure too (see
figure2.), which each texture is linked to a unique node in the
tree and each node is thus associated with a coverage area, or a
tile. Usually, real-time rendering of massively textured 3D
scenes involves two major problems: Large numbers of texture
switches are a well-known performance bottleneck and the set
of simultaneously visible textures is limited by the graphics
memory. So it need use different resolution texture to real-time
render the massively textured scenes. The basic principle of
multi-resolution texture rendering can be described in: In each
frame, the texture resolution is chosen in the way that the textel-
per-pxiel ratio is always near to 1 so that the amount of
necessary texture data remains small (Henrik Buchholz,
J. Dollner, 2005).
Figure2. Structure of the texture quad-tree.
Each node represents a certain scene part.
For generating pyramid, each level of pyramid is a single
storing unit, e.g. a file, and each node of the tree stores a single
texture image and each texture image of level n is decomposed
into list of samples containing the colour of R (red), G
(green),B (blue), and the sample’s location given as latitude (f)
and longitude X . Depending on the location, each list contains
the sample is assigned to a list such that each list contains the
samples of the covered area of one tile at the given resolution
level n. In addition, each node stores a distance variable which
represents the minimum distance between the view position and
the node’s bounding box to ensure that the node’s texture
resolution is sufficiently high. The scene geometry is stored in
the leaf node. Each leaf node contains the triangles of its
corresponding scene part and the related subset of the original
texture of the input scene.
In this paper, we introduce mipmap texture into virtual
environment, just to make it be one part of the pyramid mode
and choose the appropriate mipmap-level for the corresponding
area in texture space at runtime. The basic principle of mipmap
is: the nearer to the viewpoint, the higher resolution texture is
required, that is when the projected scale of the surface
increases, interpolation between the original samples of the
source image is necessary; as the scale is reduced,
approximation of multiple samples in the source is required. To
reduce the computation implied by these requirements, a set of
prefiltered sourced textures may be created and a succession of
levels which vary the resolution from the original data is
represented (see figure3.).
512X256
Figure3. Various resolution textures of Mip map