Difference between revisions of "Publications/angelidis.01.wscg"

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{{Publication
 
{{Publication
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| published = true
 
| date = 2001-02-01
 
| date = 2001-02-01
 
| authors = Alexis Angelidis, Geoffroy Fouquier
 
| authors = Alexis Angelidis, Geoffroy Fouquier
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| pages = 90 to 98
 
| pages = 90 to 98
 
| address = Plzen, Czech Republic
 
| address = Plzen, Czech Republic
| project = Urbi
 
| urllrde = 200102-Wscg
 
 
| abstract = Rendering efficiently large virtual environment scenes composed of many elements, dynamic objects, and a highly moving viewpoint is a major issue. This paper focuses on the first of the two viewing stage operations: required elements determination, the second being shading/filtering. We propose a classification, extending the existing computer graphic techniques toward display scalability requirements, that distinguishes two key points: keeping only required elements (culling), and keeping only required details (which includes traditional LODs). The mechanisms needed for display scalability are presented.
 
| abstract = Rendering efficiently large virtual environment scenes composed of many elements, dynamic objects, and a highly moving viewpoint is a major issue. This paper focuses on the first of the two viewing stage operations: required elements determination, the second being shading/filtering. We propose a classification, extending the existing computer graphic techniques toward display scalability requirements, that distinguishes two key points: keeping only required elements (culling), and keeping only required details (which includes traditional LODs). The mechanisms needed for display scalability are presented.
 
| lrdeprojects = URBI
 
| lrdeprojects = URBI
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month = feb,
 
month = feb,
 
isbn = <nowiki>{</nowiki>80-7082-713-0<nowiki>}</nowiki>,
 
isbn = <nowiki>{</nowiki>80-7082-713-0<nowiki>}</nowiki>,
project = <nowiki>{</nowiki>Urbi<nowiki>}</nowiki>,
 
 
abstract = <nowiki>{</nowiki>Rendering efficiently large virtual environment scenes
 
abstract = <nowiki>{</nowiki>Rendering efficiently large virtual environment scenes
 
composed of many elements, dynamic objects, and a highly
 
composed of many elements, dynamic objects, and a highly

Latest revision as of 18:55, 4 January 2018

Abstract

Rendering efficiently large virtual environment scenes composed of many elements, dynamic objects, and a highly moving viewpoint is a major issue. This paper focuses on the first of the two viewing stage operations: required elements determination, the second being shading/filtering. We propose a classification, extending the existing computer graphic techniques toward display scalability requirements, that distinguishes two key points: keeping only required elements (culling), and keeping only required details (which includes traditional LODs). The mechanisms needed for display scalability are presented.


Bibtex (lrde.bib)

@InProceedings{	  angelidis.01.wscg,
  author	= {Alexis Angelidis and Geoffroy Fouquier},
  title		= {Visualization issues in virtual environments: from
		  computer graphics techniques to intentional visualization},
  booktitle	= {Proceedings of the 9th International Conference in Central
		  Europe on Computer Graphics, Visualization and Computer
		  Vision (WSCG)},
  year		= 2001,
  editor	= {V. Skala},
  volume	= 3,
  pages		= {90--98},
  address	= {Plzen, Czech Republic},
  month		= feb,
  isbn		= {80-7082-713-0},
  abstract	= {Rendering efficiently large virtual environment scenes
		  composed of many elements, dynamic objects, and a highly
		  moving viewpoint is a major issue. This paper focuses on
		  the first of the two viewing stage operations: required
		  elements determination, the second being shading/filtering.
		  We propose a classification, extending the existing
		  computer graphic techniques toward display scalability
		  requirements, that distinguishes two key points: keeping
		  only required elements (culling), and keeping only required
		  details (which includes traditional LODs). The mechanisms
		  needed for display scalability are presented.}
}