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A framework for real-time rendering in virtual reality

Published: 01 July 1996 Publication History

Abstract

Virtual Reality applications must maintain a constant, frame rate to maximize user performance and comfort. The display component of a VR application consumes a significant portion of the available time, therefore controlling its time usage solves a significant portion of the time management problem. This paper addresses the problem of producing the best possible display given a time budget. This problem has often been called time critical rendering, and numerous solutions have been proposed in the past. Our solution differs from previous ones in that it is based on a general framework for time critical rendering. This framework has two key components; a model for predicting the time required to display an object based on its current graphical representation, and a graphical compiler that converts object geometry into efficient graphical representations. In addition to guaranteeing a fixed frame rate, this approach requires minimal designer effort, and can be used on a wide range of platforms without modifying the models or application.
This paper concentrates on the general framework and the techniques for predicting object display time. A companion paper describes one of the techniques that we are using to decreasing rendering time [Isler1996].

References

[1]
Deering1993.M. Deering, Data Complexity for Virtual Reality: Where do all the Triangles Go?, Proceedings VRAIS'93, 1993, 357--363.
[2]
Deering1995.M. Deering, Geometry Compression, Proceedings Siggraph'95, 1995 13--20.
[3]
Funkhouser1993.T. Funkhouser and C. Sequin, Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments, Proceedings Siggraph'93, 1993, 247--254.
[4]
Green1996.M. Green and C. Shaw, Virtuual Reality and Interactive Three Dimensional User Interfaces, Morgan Kaufman, 1996.
[5]
Halliday1994.S. Halliday and M. Green, A Geometric Modeling and Animation System for Virtual Reality, VRST'94 Proceedings, 1994, 71--84.
[6]
Isler1996.V. Isler, R. Lau and M. Green, Real-time Multi-resolution Modeling for Complex Virtual Environments, VRST'96 Proceedings, 1996.
[7]
Rohlf1994.J. Rohlf and J. Helman, IRIS Performer: A Higher Performance Multiprocessing Toolkit for Real-Time 3D Graphics, Proceedings Siggraph'94, 1994, 381--394.

Cited By

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  • (1999)Pseudo-real-time phenomenon in an augmented distributed virtual environment (ADVE) with lag1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)10.1109/IV.1999.781578(328-333)Online publication date: 1999
  • (1998)Real-Time Continuous Multiresolution Method for Models of Arbitrary TopologyPresence: Teleoperators and Virtual Environments10.1162/1054746985655057:1(22-35)Online publication date: 1-Feb-1998
  • (1997)Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation ParametersProceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)10.5555/523977.836089Online publication date: 1-Mar-1997
  • Show More Cited By

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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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Publication History

Published: 01 July 1996

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Cited By

View all
  • (1999)Pseudo-real-time phenomenon in an augmented distributed virtual environment (ADVE) with lag1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)10.1109/IV.1999.781578(328-333)Online publication date: 1999
  • (1998)Real-Time Continuous Multiresolution Method for Models of Arbitrary TopologyPresence: Teleoperators and Virtual Environments10.1162/1054746985655057:1(22-35)Online publication date: 1-Feb-1998
  • (1997)Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation ParametersProceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)10.5555/523977.836089Online publication date: 1-Mar-1997
  • (1997)An adaptive multi-resolution modeling technique based on viewing and animation parametersProceedings of IEEE 1997 Annual International Symposium on Virtual Reality10.1109/VRAIS.1997.583040(20-27,)Online publication date: 1997
  • (1996)Real-time multi-resolution modeling for complex virtual environmentsProceedings of the ACM Symposium on Virtual Reality Software and Technology10.1145/3304181.3304186(11-19)Online publication date: 1-Jul-1996

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