Dual-cache Structure Based Large Scale Texture Mapping for Real-time Terrain Rendering
There are two key problems in efficient large scale texture mapping for terrain rendering-efficient data organization and real time data updating in memory. In order to solve these problems, in this paper we propose a quadtree based indexing method to organize multi-resolution images and to fast retrieve data from disk; For memory updating, we present a real time dual-cache structure based updating method, which effectively reduces the frequency of data refresh. We also innovatively use a wavelet image enhancement algorithm to enhance original terrain texture, which obtain richer edge information and give us a more realistic effect in terrain rendering. Through the analysis of storage efficiency and rendering speed of our experiment, this dual-cache structure based method solves rendering speed and memory limit problems perfectly.