Topographic map visualization from adaptively compressed textures
Raster-based topographic maps are commonly used in geoinformation systems to overlay geographic entities on top of digital terrain models. Using compressed texture formats for encoding topographic maps allows reducing latency times while visualizing large geographic datasets. Topographic maps encomp...
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2010 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/15705 |
| Acceso en línea: | https://hdl.handle.net/2117/15705 https://dx.doi.org/10.1111/j.1467-8659.2009.01682.x |
| Access Level: | acceso abierto |
| Palabra clave: | Topographic maps 3D Graphics and realism Texture Mapes topogràfics Àrees temàtiques de la UPC::Informàtica::Infografia |
| Sumario: | Raster-based topographic maps are commonly used in geoinformation systems to overlay geographic entities on top of digital terrain models. Using compressed texture formats for encoding topographic maps allows reducing latency times while visualizing large geographic datasets. Topographic maps encompass high-frequency content with large uniform regions, making current compressed texture formats inappropriate for encoding them. In this paper we present a method for locally-adaptive compression of topographic maps. Key elements include a Hilbert scan to maximize spatial coherence, efficient encoding of homogeneous image regions through arbitrarily-sized texel runs, a cumulative run-length encoding supporting fast random-access, and a compression algorithm supporting lossless and lossy compression. Our scheme can be easily implemented on current programmable graphics hardware allowing real-time GPU decompression and rendering of bilinear-filtered topographic maps. |
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