VIRTUAL TEXTURING IN THE DOCUMENTATION OF CULTURAL HERITAGE THE DOMITILLA CATACOMB IN ROME Irmengard Mayer – Claus Scheiblauer Julian Albert Mayer.

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VIRTUAL TEXTURING IN THE DOCUMENTATION OF CULTURAL HERITAGE THE DOMITILLA CATACOMB IN ROME Irmengard Mayer – Claus Scheiblauer Julian Albert Mayer

I. Mayer, C. Scheiblauer, J. A. Mayer: Virtual Texturing for the Domitilla Catacombe in Rome A virtual textured model inside the Domitilla Catacomb

I. Mayer, C. Scheiblauer, J. A. Mayer: Virtual Texturing for the Domitilla Catacombe in Rome Virtual Texturing An Out-of-Core texture management technique Rationale Textures become larger and more detailed Game designers want virtual worlds to be uniquely textured Cultural heritage documentation creates uniquely textured models Connect technique used for games with cultural heritage documentation

I. Mayer, C. Scheiblauer, J. A. Mayer: Virtual Texturing for the Domitilla Catacombe in Rome Images copyright by id Software What the user sees How the objects are textured

I. Mayer, C. Scheiblauer, J. A. Mayer: Virtual Texturing for the Domitilla Catacombe in Rome Ingredients for a Virtual Texturing System The Virtual Texture In its base level it is a texture atlas of all images used for texturing Subdivided into tiles Levels-of-Detail at tile granularity Tile determination system Which tiles are needed for rendering the current frame Tile streaming system Stream tiles from disk to graphics card Map tiles to geometry Transform texture coordinates of geometry to use tiles loaded on GPU

I. Mayer, C. Scheiblauer, J. A. Mayer: Virtual Texturing for the Domitilla Catacombe in Rome Virtual texture Pagetable texture Physical texture stored on disk stored on GPU

I. Mayer, C. Scheiblauer, J. A. Mayer: Virtual Texturing for the Domitilla Catacombe in Rome Demo ~ 30 GB point data ~ 50 GB texture data 965 images used for texturing 41 textured models Point cloud consists of about 2 billion points GPU with 3GB video RAM