Texture mapping for view-dependent rendering

View-dependent multiresolution meshes allow smooth interactive animation and optionally time-critical rendering of huge geometric data-sets and are therefore an important tool for large-model visualization. So far most viewd-ependent rendering frameworks are restricted to models with a topologically simple texture mapping. Our approach overcomes this restriction with a new texturing technique, which allows texture mapping during the runtime simplification process. In fact, novel algorithm generates a graph of textures in a preprocess automatically. This texture graph is furthermore integrated into a view-dependent rendering approach. Particularly we perform a texture validation step for the whole vertex tree, which is the basic data structure in the framework. At runtime the vertex tree is traversed and we introduce a texture proxy map to assure correct texture mapping during view-dependent rendering. Additionally the new technique allows us to guarantee a constant frame rate. Finally the results of our method enhancing visual detail of geometric models are shown.

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