• DocumentCode
    2957348
  • Title

    Textured virtual walls achieving interactive frame rates during walkthroughs of complex indoor environments

  • Author

    Ebbesmeyer, Peter

  • Author_Institution
    Heinz Nixdorf Inst., Paderborn Univ., Germany
  • fYear
    1998
  • fDate
    18-18 1998
  • Firstpage
    220
  • Lastpage
    227
  • Abstract
    Presents a new approach for using texture-mapped quadrilaterals as approximate representations for objects that are far away from the viewpoint. The method is suited for interactive visualization of complex indoor environments such as CAD models of large plants. In a pre-processing stage, the 3D model is partitioned by virtual walls. These virtual walls are simple quadrilaterals which divide a large room into a set of separated cells. During the walkthrough phase, the system only renders the geometry of cells surrounding the current viewpoint. All distant geometry is culled and replaced by "textured virtual walls" representing the same part of the model as the culled geometry. A description of techniques is given for minimizing visual artifacts and for controlling the transitions between textures and geometry if the viewpoint moves towards a virtual wall. The approach makes extensive use of texture-mapping hardware. It considerably reduces the number of polygons rendered by the 3D graphics pipeline and therefore contributes to achieving interactive frame rates.
  • Keywords
    architectural CAD; computational geometry; computer animation; computer graphic equipment; data visualisation; image texture; interactive systems; rendering (computer graphics); virtual reality; 3D graphics pipeline; 3D model partitioning; CAD models; approximate object representations; cell geometry rendering; complex indoor environments; distant geometry culling; interactive frame rates; interactive visualization; large room; polygons; pre-processing stage; separated cells; texture-mapped quadrilaterals; texture-mapping hardware; textured virtual walls; transition control; viewpoint; visual artifact minimization; walkthroughs; Displays; Geometry; Hard disks; Head; Layout; Navigation; Runtime; Tellurium; Testing; Virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Virtual Reality Annual International Symposium, 1998. Proceedings., IEEE 1998
  • Conference_Location
    Atlanta, GA, USA
  • Print_ISBN
    0-8186-8362-7
  • Type

    conf

  • DOI
    10.1109/VRAIS.1998.658499
  • Filename
    658499