Share Email Print
cover

Proceedings Paper

A faster technique for rendering meshes in multiple display systems
Author(s): Randall E. Hand; Robert J. Moorhead
Format Member Price Non-Member Price
PDF $14.40 $18.00
cover GOOD NEWS! Your organization subscribes to the SPIE Digital Library. You may be able to download this paper for free. Check Access

Paper 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.

Paper Details

Date Published: 9 June 2003
PDF: 16 pages
Proc. SPIE 5009, Visualization and Data Analysis 2003, (9 June 2003); doi: 10.1117/12.477539
Show Author Affiliations
Randall E. Hand, Mississippi State Univ. (United States)
Robert J. Moorhead, Mississippi State Univ. (United States)


Published in SPIE Proceedings Vol. 5009:
Visualization and Data Analysis 2003
Robert F. Erbacher; Philip C. Chen; Jonathan C. Roberts; Matti T. Groehn; Katy Boerner, Editor(s)

© SPIE. Terms of Use
Back to Top