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Towards image realism with interactive update rates in complex virtual building environments

Published: 01 February 1990 Publication History

Abstract

Two strategies, pre-computation before display and adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation. Pre-computation is used in two ways. The hidden-surface problem is partially solved by automatically pre-computing potentially visible sets of the model for sets of related viewpoints. Rendering only the potentially visible subset associated with the current viewpoint, rather than the entire model, produces significant speedups on real building models. Solutions for the radiosity lighting model are pre-computed for up to twenty different sets of lights. Linear combinations of these solutions can be manipulated in real time. We use adaptive refinement to trade image realism for interactivity as the situation requires. When the user is stationary we replace a coarse model using few polygons with a more detailed model. Image-level linear interpolation smooths the transition between differing levels of image realism.

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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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 February 1990
Published in SIGGRAPH Volume 24, Issue 2

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  • (2023)Rendering massive indoor point clouds in virtual realityVirtual Reality10.1007/s10055-023-00766-327:3(1859-1874)Online publication date: 3-Mar-2023
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