Abstract
The efficient rendering of large dynamic scenes is an important open problem. Optimization techniques for static scenes, such as output-sensitive visibility calculation, must be carefully adapted to dynamic models in order to remain effective. Distributed virtual environments pose a particular difficulty, because communication between the users must be minimized in addition to each user's rendering time. We show how output-sensitive visibility calculation algorithms can be adapted to dynamic scenes, and used to reduce the communication requirements between workstations in a distributed virtual environment. The solution is based on temporal bounding volumes, guaranteed to contain the dynamic objects for some period of time. These volumes are inserted into a visibility algorithm's main data structure instead of hidden dynamic objects. Subsequently a dynamic object is ignored until its bounding volume becomes visible or is no longer guaranteed to contain the object. In a distributed virtual environment, this saves not only the rendering of the object, but its update through a communication network too. We show an algorithm which combines this method with BSP tree based output-sensitive visibility calculation, and report on the implementation of our system.
Original language | English (US) |
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Pages | 217-223 |
Number of pages | 7 |
State | Published - 1997 |
Externally published | Yes |
Event | Proceedings of the 1997 ACM Symposium on Virtual Reality Software and Technology, VRST - Lausanne, Switz Duration: Sep 15 1997 → Sep 17 1997 |
Other
Other | Proceedings of the 1997 ACM Symposium on Virtual Reality Software and Technology, VRST |
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City | Lausanne, Switz |
Period | 9/15/97 → 9/17/97 |
All Science Journal Classification (ASJC) codes
- General Computer Science