pixel view deformation texture, up to 1,000,000 tri-
angles are needed for rendering a frame. In the fu-
ture, we seek to improve the performance of pass 3
both by better coverage determination and exploita-
tion of hardware caches during processing of repli-
cated primitives. A second direction of research is
evaluating applicability to other types of projections,
such as slit or pushbroom cameras. The rendering
scheme might also prove useful for other algorithms,
e.g., (Hou et al., 2006). Finally, future graphics
hardware will include an additional tessellation unit
(Casta
˜
no, 2008), which might enable a single-pass
implementation of piecewise perspective projections.
ACKNOWLEDGEMENTS
This work has been funded by the German Federal
Ministry of Education and Research (BMBF) as part
of the InnoProfile research group “3D Geoinforma-
tion” (www.3dgi.de).
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