Real time rendering of animation scenes which contain textures can be restricted by available bandwidth. Textures must be preloaded into a memory before a scene containing them can be rendered. To perform the transfer as a background operation, spare available bandwidth within at least one frame of a current scene, estimated using an adaptive statistical model (<B>1302</B>), is used to transfer texture data ready for the next scene. Data representing a complex texture may be split (<B>1307</B>) to share the transfer between the spare bandwidth of many frames. Memory management may also be performed to delete unwanted textures from the memory. Real time rendering of the current scene can continue without loss of rendering quality.