9 June 2003 A faster technique for rendering meshes in multiple display systems
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Abstract
Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video games, but have not had widespread use in VR terrain visualization systems. This thesis explains a set of optimizations to allow most current level of detail algorithms run in the types of multiple display systems used in VR. It improves both the visual quality of the system through use of graphics hardware acceleration, and improves the framerate and running time through moifications to the computaitons that drive the algorithms. Using ROAM as a testbed, results show improvements between 10% and 100% on varying machines.
© (2003) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Randall E. Hand, Robert J. Moorhead, "A faster technique for rendering meshes in multiple display systems", Proc. SPIE 5009, Visualization and Data Analysis 2003, (9 June 2003); doi: 10.1117/12.477539; https://doi.org/10.1117/12.477539
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