Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments

Thomas Allen Funkhouser, Carlo H. Séquin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

43 Scopus citations

Abstract

We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithms. The idea behind the algorithm is to adjust image quality adaptively to maintain a uniform, user-specified target frame rate. We perform a constrained optimization to choose a level of detail and rendering algorithm for each potentially visible object in order to generate the "best" image possible within the target frame time. Tests show that the algorithm generates more uniform frame rates than other previously described detail elision algorithms with little noticeable difference in image quality during visualization of complex models.

Original languageEnglish (US)
Title of host publicationProceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1993
PublisherAssociation for Computing Machinery, Inc
Pages247-254
Number of pages8
ISBN (Electronic)0897916018, 9780897916011
DOIs
StatePublished - Sep 1 1993
Event20th International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1993 - Anaheim, United States
Duration: Aug 2 1993Aug 6 1993

Publication series

NameProceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1993

Other

Other20th International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1993
CountryUnited States
CityAnaheim
Period8/2/938/6/93

All Science Journal Classification (ASJC) codes

  • Computer Graphics and Computer-Aided Design
  • Software

Fingerprint Dive into the research topics of 'Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments'. Together they form a unique fingerprint.

Cite this