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Release Notes MicroImages, Inc. TNT-Products V. 6.8

Release Notes MicroImages, Inc. TNT-Products V. 6.8

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RELEASE OF RV<strong>6.8</strong> <strong>TNT</strong> PRODUCTS<br />

may prevent <strong>TNT</strong>sim3D from rendering the maximum texture detail in each frame. DVD<br />

readers inherently read data much faster than a slow CD and, thus, are not likely to produce<br />

this limitation.<br />

Sm aller Landscape Files.<br />

Using <strong>TNT</strong>sim3D 6.7,<br />

your Landscape Files could be quite large if you assembled geo-<br />

data for a reasonably sized project area. <strong>TNT</strong>sim3D RV<strong>6.8</strong> supports the use of<br />

JPEG2000 compression and the new limited area extents can reduce your Landscape<br />

File size by a factor of 10 to 100. This size reduction is illustrated in the attached color<br />

plate entitled JPEG2000 in <strong>TNT</strong>sim3D. Alternatively, these same new features permit<br />

your geosim delivered on CD or DVD to cover a much larger geographic extent by these<br />

same factors. Furthermore, now you do not have to combine (mosaic) small texture layers<br />

such as orthophotos in advance.<br />

JPEG Compressed<br />

Textures.<br />

Linked lossy or lossless compressed JP2 (JPEG2000) texture layers can now be used<br />

in <strong>TNT</strong>sim3D <strong>6.8</strong>. Using JP2 linked files does not effect your frame rate but may slow<br />

down the rate at which detail<br />

is filled into the view(s) from front to back (which means,<br />

from near to far). Hard drive read rates are not easy for you to improve, but JP2 files<br />

are much smaller, which greatly reduces the time to read these layers. However, this<br />

JP2 data must be decompressed in your central processor (CPU) before it is used and,<br />

thus, this controls how fast detail can be filled in each frame. The result is acceptable if<br />

you are running on a fast (>1 GHz) CPU and will improve if you can provide an even<br />

faster CPU.<br />

Virtual Mosaicking of Textures.<br />

Multiple texture layers<br />

could be associated with each terrain in <strong>TNT</strong>sim3D 6.7. Each<br />

was expanded with null cells to match the full extents of the terrain layer. Thus, using<br />

several smaller texture layers would unnecessarily inflate the size of the Landscape File.<br />

Texture layers used in <strong>TNT</strong>sim3D RV<strong>6.8</strong> no longer need to match the extents of the<br />

associated terrain layer. Now it is possible and convenient to use multiple smaller textures,<br />

such as orthophotos, with a terrain layer of larger extent and let <strong>TNT</strong>sim3D<br />

mosaic them during the simulation. This is also illustrated in the attached color plate<br />

entitled JPEG2000 in <strong>TNT</strong>sim3D.<br />

Co mbine Different Kinds of Terrains.<br />

Vir tual Mosaicking of Terrains.<br />

Just as for textures, you can now use a geosim that has multiple terrain layers. This<br />

feature is illustrated in the attached color plate entitled Multiple Terrain Surfaces in<br />

<strong>TNT</strong>sim3D. The terrain layers can be adjoining or disjoint patches of terrain, representing<br />

the same or a different type of surface. If all of the terrain patches represent the<br />

same surface type (such as quad map DEMs), these layers then make up a virtual terrain<br />

mosaic that will be assembled by <strong>TNT</strong>sim3D as it loads all the terrains into memory.<br />

Ve rtical Stacking.<br />

Multiple terrains can also be a 3D vertical stack of layers that represent different kinds of<br />

3D information. Stacking different kinds of terrains permits you to move around in<br />

MICROIMAGES MEMO 30<br />

5 MAY 2003

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