Visualization issues in virtual environments: from computer graphics techniques to intentional visualization
From LRDE
- Authors
- Alexis Angelidis, Geoffroy Fouquier
- Where
- Proceedings of the 9th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG)
- Place
- Plzen, Czech Republic
- Type
- inproceedings
- Projects
- URBI
- Date
- 2001-02-01
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.} }