View-dependent culling of dynamic systems in virtual environments

Stephen Chenney, David Forsyth

Research output: Contribution to conferencePaper

Abstract

Scalable rendering of virtual environments requires culling objects that have no effect on the view. This paper explores culling moving objects by not solving the equations of motion of objects that don't affect the view. While this approach could be scalable for many kinds of environments, it raises two problems: consistency - ensuring that objects that come back into view do so in the right state - and completeness - ensuring that objects that would have entered the view volume as a result of their motions, do so. Solutions to these problems lie in studying the statistics of the motion of objects. We show strategies for addressing the problem of consistency, with a number of examples that illustrate both the difficulties involved in, and the potential gains to be obtained by, formulating a comprehensive approach.

Original languageEnglish (US)
Pages55-58
Number of pages4
StatePublished - Jan 1 1997
Externally publishedYes
EventProceedings of the 1997 Symposium on Interactive 3D Graphics - Providence, RI, USA
Duration: Apr 27 1997Apr 30 1997

Other

OtherProceedings of the 1997 Symposium on Interactive 3D Graphics
CityProvidence, RI, USA
Period4/27/974/30/97

Fingerprint

Virtual reality
Equations of motion
Dynamical systems
Statistics
Rendering (computer graphics)

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

Cite this

Chenney, S., & Forsyth, D. (1997). View-dependent culling of dynamic systems in virtual environments. 55-58. Paper presented at Proceedings of the 1997 Symposium on Interactive 3D Graphics, Providence, RI, USA, .

View-dependent culling of dynamic systems in virtual environments. / Chenney, Stephen; Forsyth, David.

1997. 55-58 Paper presented at Proceedings of the 1997 Symposium on Interactive 3D Graphics, Providence, RI, USA, .

Research output: Contribution to conferencePaper

Chenney, S & Forsyth, D 1997, 'View-dependent culling of dynamic systems in virtual environments', Paper presented at Proceedings of the 1997 Symposium on Interactive 3D Graphics, Providence, RI, USA, 4/27/97 - 4/30/97 pp. 55-58.
Chenney S, Forsyth D. View-dependent culling of dynamic systems in virtual environments. 1997. Paper presented at Proceedings of the 1997 Symposium on Interactive 3D Graphics, Providence, RI, USA, .
Chenney, Stephen ; Forsyth, David. / View-dependent culling of dynamic systems in virtual environments. Paper presented at Proceedings of the 1997 Symposium on Interactive 3D Graphics, Providence, RI, USA, .4 p.
@conference{f60fd4a9f9a64c3283823be6edcb19c5,
title = "View-dependent culling of dynamic systems in virtual environments",
abstract = "Scalable rendering of virtual environments requires culling objects that have no effect on the view. This paper explores culling moving objects by not solving the equations of motion of objects that don't affect the view. While this approach could be scalable for many kinds of environments, it raises two problems: consistency - ensuring that objects that come back into view do so in the right state - and completeness - ensuring that objects that would have entered the view volume as a result of their motions, do so. Solutions to these problems lie in studying the statistics of the motion of objects. We show strategies for addressing the problem of consistency, with a number of examples that illustrate both the difficulties involved in, and the potential gains to be obtained by, formulating a comprehensive approach.",
author = "Stephen Chenney and David Forsyth",
year = "1997",
month = "1",
day = "1",
language = "English (US)",
pages = "55--58",
note = "Proceedings of the 1997 Symposium on Interactive 3D Graphics ; Conference date: 27-04-1997 Through 30-04-1997",

}

TY - CONF

T1 - View-dependent culling of dynamic systems in virtual environments

AU - Chenney, Stephen

AU - Forsyth, David

PY - 1997/1/1

Y1 - 1997/1/1

N2 - Scalable rendering of virtual environments requires culling objects that have no effect on the view. This paper explores culling moving objects by not solving the equations of motion of objects that don't affect the view. While this approach could be scalable for many kinds of environments, it raises two problems: consistency - ensuring that objects that come back into view do so in the right state - and completeness - ensuring that objects that would have entered the view volume as a result of their motions, do so. Solutions to these problems lie in studying the statistics of the motion of objects. We show strategies for addressing the problem of consistency, with a number of examples that illustrate both the difficulties involved in, and the potential gains to be obtained by, formulating a comprehensive approach.

AB - Scalable rendering of virtual environments requires culling objects that have no effect on the view. This paper explores culling moving objects by not solving the equations of motion of objects that don't affect the view. While this approach could be scalable for many kinds of environments, it raises two problems: consistency - ensuring that objects that come back into view do so in the right state - and completeness - ensuring that objects that would have entered the view volume as a result of their motions, do so. Solutions to these problems lie in studying the statistics of the motion of objects. We show strategies for addressing the problem of consistency, with a number of examples that illustrate both the difficulties involved in, and the potential gains to be obtained by, formulating a comprehensive approach.

UR - http://www.scopus.com/inward/record.url?scp=0030645248&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=0030645248&partnerID=8YFLogxK

M3 - Paper

AN - SCOPUS:0030645248

SP - 55

EP - 58

ER -