DocumentCode :
2501135
Title :
Data complexity for virtual reality: where do all the triangles go?
Author :
Deering, Michael F.
Author_Institution :
Sun Microsystems Comput. Corp., Mountain View, CA, USA
fYear :
1993
fDate :
18-22 Sep 1993
Firstpage :
357
Lastpage :
363
Abstract :
Screen space rendering statistics are gathered from 150 3D objects, each modeled by between 2-K and 40-K triangles. While there is wide variance by individual object, the overall trend is that the distribution of triangles by screen size is roughly exponential in the direction of small triangles. From a subjective esthetics point of view, tessellations require 10-K visible triangles per quarter million pixels covered for acceptable results
Keywords :
computational complexity; rendering (computer graphics); virtual reality; data complexity; pixels; screen space rendering statistics; subjective esthetics; tessellations; triangles; virtual reality; Computer graphics; Hardware; Humans; Rendering (computer graphics); Shape; Space technology; Spline; Surface reconstruction; Surface topography; Virtual reality;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Virtual Reality Annual International Symposium, 1993., 1993 IEEE
Conference_Location :
Seattle, WA
Print_ISBN :
0-7803-1363-1
Type :
conf
DOI :
10.1109/VRAIS.1993.380758
Filename :
380758
Link To Document :
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