Two strategies, pre-computation before display and adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation. Pre-computation is used in two ways. The hidden-surface problem is partially solved by automatically pre-computing potentially visible sets of the model for sets of related viewpoints. Rendering only the potentially visible subset associated with the current viewpoint, rather than the entire model, produces significant speedups on real building models. Solutions for the radiosity lighting model are precomputed for up to twenty different sets of lights. Linear combinations of these solutions can be manipulated in real time. We use adaptive refinement to trade image realism for interactivity as the situation requires. When the user is stationary we replace a coarse model using few polygons with a more detailed model. Image-level linear interpolation smooths the transition between differing levels of image realism.
CITATION STYLE
Airey, J. M., Rohlf, J. H., & Brooks, F. P. (1990). Towards image realism with interactive update rates in complex virtual building environments1. In Proceedings of the 1990 Symposium on Interactive 3D Graphics, I3D 1990 (pp. 41-50+258). Association for Computing Machinery. https://doi.org/10.1145/91385.91416
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