TY - GEN
T1 - Real-time Multi-resolution Modeling for Complex Virtual Environments
AU - Isler, Veysi
AU - Lau, Rynson W.H.
AU - Green, Mark
PY - 1996/7/1
Y1 - 1996/7/1
N2 - The rendering and animation of complex scenes containing many objects represented by large numbers of display primitives requires time proportional to the total number of primitives in the scene. To improve the performance of a given graphics engine, multi-resolution modeling techniques are usually used to reduce the total number of primitives required to be rendered. However, existing techniques are usually slow and some of them may not even preserve the topology of the object geometry faithfully. In this paper, we present an efficient and simple algorithm to generate an object model of the desired resolution given a high resolution model of an object and the distance of the object from the view point. The major advantages of the new method are that it preserves the topology of the given model, it can be used to generate multi-resolution models on the fly and in real-time, and its performance is predictable. The last advantage makes it well fit into the framework that we proposed m our work on real-time rendering in virtual reality[1]. © 1996 ACM.
AB - The rendering and animation of complex scenes containing many objects represented by large numbers of display primitives requires time proportional to the total number of primitives in the scene. To improve the performance of a given graphics engine, multi-resolution modeling techniques are usually used to reduce the total number of primitives required to be rendered. However, existing techniques are usually slow and some of them may not even preserve the topology of the object geometry faithfully. In this paper, we present an efficient and simple algorithm to generate an object model of the desired resolution given a high resolution model of an object and the distance of the object from the view point. The major advantages of the new method are that it preserves the topology of the given model, it can be used to generate multi-resolution models on the fly and in real-time, and its performance is predictable. The last advantage makes it well fit into the framework that we proposed m our work on real-time rendering in virtual reality[1]. © 1996 ACM.
UR - http://www.scopus.com/inward/record.url?scp=33846105092&partnerID=8YFLogxK
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-33846105092&origin=recordpage
U2 - 10.1145/3304181.3304186
DO - 10.1145/3304181.3304186
M3 - RGC 32 - Refereed conference paper (with host publication)
SN - 0897918258
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
SP - 11
EP - 19
BT - VRST 1996 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology
PB - Association for Computing Machinery
T2 - 1996 ACM Symposium on Virtual Reality Software and Technology, VRST 1996
Y2 - 1 July 1996 through 4 July 1996
ER -