{"title":"Virtual worlds modeling for Web deployment","authors":"G. Moschovitis, K. Karpouzis, S. Kollias","doi":"10.1109/MELCON.2000.879995","DOIUrl":null,"url":null,"abstract":"We propose a design architecture for the graphics engine of a virtual reality system to be deployed over the Web. The graphics engine is decomposed into high and low level components. The high level component manages the hierarchical organization of the virtual objects, while the low level component acts as the interface to the graphics hardware and is mainly responsible for operations, such as vertex transforms and polygon rasterization. Several methods for geometry representation, compression and culling are compared and associated with different geometry types. The use of OpenGL as a general-purpose machine to implement mathematical operations is considered in the context of programmable shaders. Finally a prototype application for virtual worlds modeling is presented along with detailed discussion on technical and implementation issues.","PeriodicalId":151424,"journal":{"name":"2000 10th Mediterranean Electrotechnical Conference. Information Technology and Electrotechnology for the Mediterranean Countries. Proceedings. MeleCon 2000 (Cat. No.00CH37099)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-05-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2000 10th Mediterranean Electrotechnical Conference. Information Technology and Electrotechnology for the Mediterranean Countries. Proceedings. MeleCon 2000 (Cat. No.00CH37099)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MELCON.2000.879995","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

We propose a design architecture for the graphics engine of a virtual reality system to be deployed over the Web. The graphics engine is decomposed into high and low level components. The high level component manages the hierarchical organization of the virtual objects, while the low level component acts as the interface to the graphics hardware and is mainly responsible for operations, such as vertex transforms and polygon rasterization. Several methods for geometry representation, compression and culling are compared and associated with different geometry types. The use of OpenGL as a general-purpose machine to implement mathematical operations is considered in the context of programmable shaders. Finally a prototype application for virtual worlds modeling is presented along with detailed discussion on technical and implementation issues.
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用于Web部署的虚拟世界建模
提出了一种基于Web的虚拟现实系统图形引擎的设计体系结构。图形引擎被分解为高级和低级组件。高层组件管理虚拟对象的分层组织,而低层组件充当图形硬件的接口,主要负责顶点变换和多边形光栅化等操作。比较了几种几何表示、压缩和剔除方法,并将其与不同的几何类型相关联。在可编程着色器的背景下,考虑使用OpenGL作为通用机器来实现数学运算。最后给出了一个虚拟世界建模的原型应用程序,并详细讨论了技术和实现问题。
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