Management of large amounts of data in interactive building walkthroughs

Thomas A. Funkhouser, Carlo H. Séquin, Seth J. Teller

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

95 Scopus citations

Abstract

We describe techniques for managing large amounts of data during an interactive walkthrough of an architectural model. These techniques are based on a spatial subdivision, visibility analysis, and a display database containing objects described at multiple levels of detail. In each frame of the walkthrough, we compute a set of objects to render, i.e. those potentially visible from the observer's viewpoint, and a set of objects to swap into memory, i.e. those that might become visible in the near future. We choose an appropriate level of detail at which to store and to render each object, possibly using very simple representations for objects that appear small to the observer, thereby saving space and time. Using these techniques, we cull away large portions of the model that are irrelevant from the observer's viewpoint, and thereby achieve interactive frame rates.

Original languageEnglish (US)
Title of host publicationProceedings of the 1992 Symposium on Interactive 3D Graphics, I3D 1992
PublisherAssociation for Computing Machinery
Pages11-20
Number of pages10
ISBN (Electronic)0897914678
DOIs
StatePublished - Jun 1 1992
Event1992 Symposium on Interactive 3D Graphics, I3D 1992 - Cambridge, United States
Duration: Mar 29 1992Apr 1 1992

Publication series

NameProceedings of the Symposium on Interactive 3D Graphics
VolumePart F129616

Other

Other1992 Symposium on Interactive 3D Graphics, I3D 1992
CountryUnited States
CityCambridge
Period3/29/924/1/92

All Science Journal Classification (ASJC) codes

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

Keywords

  • Architectural simulation
  • Virtual reality

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  • Cite this

    Funkhouser, T. A., Séquin, C. H., & Teller, S. J. (1992). Management of large amounts of data in interactive building walkthroughs. In Proceedings of the 1992 Symposium on Interactive 3D Graphics, I3D 1992 (pp. 11-20). (Proceedings of the Symposium on Interactive 3D Graphics; Vol. Part F129616). Association for Computing Machinery. https://doi.org/10.1145/147156.147158