In the last weeks I’ve hearing the idea of including big high resolution terrain textures within the 3D models in a 3D visualization Software, to allow the end user have a realistic idea of the environment where the 3D model is located. There are many ways, as always, to do this but all of them are at the expenses of others.
From one side there is the Google earth method, which uses different textures to visualize the different areas that are in view. As the end user zooms in, a bigger resolution image for the specific area is loaded. I’m not an expert but I’m quite sure that this is not very difficult to do, although it’s probably quite laborious and expensive as many textures are required from the satellite. In addition every time the terrain changes the work needs to be done.
In the other hand, there is another way that is probably much more difficult to develop, which is based in the idea of streaming the texture area that is needed. This technique is much cheaper when getting the texture (only one is needed and no extra work), although it’s probably more expensive to develop. Of course, once developed, this can be used for any texture.
Another technique that is being used in the 3D visualization is to reduce the texture resolution until it’s the one supported by the graphics card during the export to the specific format. The problem here is that the graphic cards vary from one Computer to another and, although the minimum acceptable nowadays is 2K*2K, there already many graphics cards supporting better resolutions. Of course the vendors need to take these limits into account and have to take a difficult decision; go for the save option and only allow 2K*2K textures or allow the user to use the maximum of his graphics card? Of course the second option seems to be the good one but (there is always a but) if this user the gives the 3D model to another one with a lower specs graphics card it will make it not to work properly.
I’m sure that there are many other nice ways to fix this problem but this are the ones I have faced myself.
Below some numbers:
A. 16K*16K resolution texture (very very high resolution) --> Expensive and great for huge terrains
B. 8K*8K resolution texture (very high resolution à 4 times less than A)
C. 4K*4K resolution texture (high resolution à 16 times less than A)
D. 2K*2K resolution texture (high resolution à 64 times less than A) --> Very cheap and bad for big terrains