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

Thomas A. Funkhouser, Carlo H. Séquin

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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.

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What this paper is about

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.

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Available 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.

Key concepts: Computer science, Citation, Visualization, Frame (networking), Computer graphics, Computer graphics (images), Frame rate, Interactive visualization

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