Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques 1993
DOI: 10.1145/166117.166149
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Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments

Abstract: We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithms. The idea behind the algorithm is to adjust image quality adaptively to maintain a uniform, user-specified target frame rate. We perform a constrained optimization to choose a level of detail and rendering algorit… Show more

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Cited by 430 publications
(265 citation statements)
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“…We would also like to investigate the same effect in interactive scenarios with and without user tasks. Such results also entail the possibility of building decision-theoretic systems [10] based on crossmodal effects that ensure a constant perceived frame rate rather than the commonly used fixed frame rate [12].…”
Section: Discussionmentioning
confidence: 99%
“…We would also like to investigate the same effect in interactive scenarios with and without user tasks. Such results also entail the possibility of building decision-theoretic systems [10] based on crossmodal effects that ensure a constant perceived frame rate rather than the commonly used fixed frame rate [12].…”
Section: Discussionmentioning
confidence: 99%
“…Adaptive systems use heuristics to determine which objects, or parts of objects, to refine at runtime. The system described in (Funkhouser and Séquin, 1993) was the first such system, which used factors such as the distance of an object from the viewer and its velocity to choose from a number of fixed LOD models to render.…”
Section: Renderingmentioning
confidence: 99%
“…The discrete multiresolution hierarchies involve computing a fixed number (usually under ½¼) levels of detail for an object. Perceptually important objects in a visual scene are then rendered using higher levels of detail and perceptually unimportant objects are rendered using lower levels of detail [16]. Such schemes are useful for applications where the perceptual importance varies significantly from one object to another, but not across the same object.…”
Section: Issues In Integrating Triangle Strips With Multiresolution Hmentioning
confidence: 99%