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Exploiting the frame coherence in visibility for walk/fly-through

Published: 01 July 1996 Publication History

Abstract

The paper is concerned with the efficient generation of graphic images by exploiting the frame coherence in visibility to minimize polygon flow. The basic idea is to manage the visible polygon set (VPS) somewhat loosely, thereby reducing the computation effort considerably, while maintaining the quality of the rendered image reasonably high. Our method executes the culling-prediction-interpolation-rendering loop repeatedly, in an intelligent fashion. It calculates the exact visible polygons for two frames; one for the current view and the other for the predicted view after some frames. The in-between frames can be rendered from those polygons that belong to the two extreme frames. Furthermore, our algorithm regulates the frame rate to the desired target frame rate by controlling the number of the in-between frames. As our algorithm needs to calculate the visible polygons for the key frames, any other culling algorithms can be easily used with our algorithm in this part.
In the navigation applications including walk/fly-through, our algorithm results the greatly enhanced performance for the culling process.

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cover image ACM Conferences
VRST '96: Proceedings of the ACM Symposium on Virtual Reality Software and Technology
July 1996
207 pages
ISBN:0897918258
DOI:10.1145/3304181
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 July 1996

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Author Tags

  1. culling
  2. fly through
  3. frame coherence
  4. virtual reality
  5. visibility
  6. walk through

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