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» Keyhole



» Our Wavelet Products


The Wavgen Terramapper Pro? solution breaks the image mapping size barrier in loading, modeling, rendering, mapping, and animating enormous textures and files in CG software.


There are a number of excellent reasons for using realtime and near realtime wavelet encoding and decoding technology. First and foremost, they free the application from cumbersome time series data and RAM dependencies. And if you think 16GB of RAM is enough, try using our technology to bump and uv map 100's of very large textures. You will be surprised how efficient our technology will work.


Second, data has a strange way of being viewed in realtime or near realtime over smallest bandwidths (i.e. modem, dsl). Network topographies that need to support hundreds of RIB or MAP nodes can now be constructed using ~>encoded<~ information that takes up 100 times less space on disk and in transit while upholding all the quality of your files and textures.


Third, you storage systems will not take the pounding if the amount of textures and maps are 1/100 times those of classic texture files (tif's, jpeg's, targa's, etc...) and especially the ballooning .MAP's, .EXR's, and .RIB's with associative texture extensions. This translates directly into more efficient renders of textures being served by storage systems or even your local hard disk. This then means prolonged life of your storage equipment and less need to replace hot swap drives. The spindles on your hard drives will not need to move that often to relay the same amount of lossless information.


And finally, how many times have we seen the "network grind to a halt" in a production environment (i.e. the term "Network Creep"). This typically occurs at around 6pm when renders are submitted and is most often due to a storage server's incapacity to deliver hundreds of textures and files (spindles on disk are moving as fast as they can). Sometimes it is also a network issue and our ~>encoded<~ very large textures behave wonderfully in very large render topographies. They simply hit the network and storage arrays 1/100 the time than other texture solutions.


 


terrashader ? terramapper ? terratracer ? terrabrowser ? terracruncher

Wavgen ? Textureloader





::: WINDOWS 32/64BIT

The Wavgen Terramapper Pro? is available for 32bit and 64bit Vista, Windows XP Professional 7 2000 while utilizing all processors on the mainboard (true multithreading). We compile against the latest SDKs for the appropriate OS and 3D applications and all third party tools, plugins, and renderers are supported.


::: OSX LEOPARD

WavGen Inc has optimized and rebuilt our software SDKs around OS X by Apple Macintosh. This port is ready for Leopard and allows all software applications that run navitve on OS X Leopard to enjoy our remarkable wavelet technology. Multithreading and speed is guaranteed on all third party tools, plugins, and renders.


::: LINUX 32/64 BIT

WavGen finally delivers Linux for both 32bit and 64bit enterprise. This build guarantees our customers an extremely stable rendering environment with python and shell options while holding or exceeding bench marks for OS X and Windows. All third party tools, plugins, and renderers are also supported that are native to Linux.


 

» BUY GEODATA



Click below and browse browse our ever expanding geodata catalogue of Landsat 5, Landsat ETM 7, Quickbird, Ikonos, and Aerial geodata. We have multiple resolutions in stock from the full earth at 15meter true color through a 200meter true color dataset. We also have a variety of high resolution images of major cities and landmarks.



» Wavelets in CG

Wavgen's? use of a variety of Wavelet formats (i.e. ECW, JPEG2000, WGW) allows very large maps or textures (gigabytes or terabytes of data) to be imported into animation software using normal mapping or UV mapping. Gigabytes of imagery load into the thumbnails and render nodes and you will be surprised how fast and glitch free they will render.



» Key Attributes

Rendering times decrease 10x fold, and non-proxied full hardware texture maps and normal maps shade onto models at 4K hardware texture resolutions. Surfaces and geometries can be viewed, rotated, and zoomed in realtime. Rendering is RAM and disk intensive and we reduce the need for this "hardware friction" 100x fold.



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