Smooth high-quality interactive visualization

M. Grabner
{"title":"Smooth high-quality interactive visualization","authors":"M. Grabner","doi":"10.1109/SCCG.2001.945342","DOIUrl":null,"url":null,"abstract":"The paper addresses the problem of interactive visualization in the view-dependent simplification framework. A geomorphing algorithm for interpolation between different levels of detail is given. The interpolation parameter is derived from the screen-space geometric error instead of assigning a fixed transition time to the interpolation process. Furthermore, a hybrid frame rate control system is proposed. Frame time is predicted based on the average rendering time per triangle, reducing oscillation and overshooting. A set of experiments demonstrates the advantages of both methods.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"113 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Spring Conference on Computer Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCCG.2001.945342","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

Abstract

The paper addresses the problem of interactive visualization in the view-dependent simplification framework. A geomorphing algorithm for interpolation between different levels of detail is given. The interpolation parameter is derived from the screen-space geometric error instead of assigning a fixed transition time to the interpolation process. Furthermore, a hybrid frame rate control system is proposed. Frame time is predicted based on the average rendering time per triangle, reducing oscillation and overshooting. A set of experiments demonstrates the advantages of both methods.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
流畅的高质量交互式可视化
本文研究了基于视图依赖简化框架的交互式可视化问题。给出了一种用于不同细节层次之间插值的地貌算法。插值参数来源于屏幕空间几何误差,而不是为插值过程分配固定的过渡时间。在此基础上,提出了一种混合帧率控制系统。帧时间是根据每个三角形的平均渲染时间来预测的,减少了振荡和超调。一组实验证明了这两种方法的优点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Some new challenging research topics in human animation High precision non-binary voxelization of geometric objects View-dependent information theory quality measures for pixel sampling and scene discretization in flatland A colour reindexing algorithm for lossless compression of digital images Parallel triangular mesh decimation without sorting
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1