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Levels of detail (LOD) engineering of VR objects
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
London, United Kingdom
Pages: 104 - 110  
Year of Publication: 1999
ISBN:1-58113-141-0
Authors
Jinseok Seo  Department of Computer Science and Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja-dong, Pohang, Kyungbuk, Korea
Gerard Jounghyun Kim  Department of Computer Science and Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja-dong, Pohang, Kyungbuk, Korea
Kyo Chul Kang  Department of Computer Science and Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja-dong, Pohang, Kyungbuk, Korea
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

For real-time performance, virtual reality systems often employ various performance optimization techniques. One of the most popular methods is using geometric models with different “Levels of Detail (LOD)”. In a previous paper by this author [1], we have proposed to use software engineering principles such as the concept of hierarchical and incremental modeling, and simultaneous consideration of form, function and behavior for modeling VR objects. Each refinement stage driven by such a modeling philosophy produces step-by-step form, function and behavior specifications of a VR object. We can make good use of these by-products as LOD for adaptive display and simulation by additionally specifying conditions for LOD switching. These specifications can be simulated and analyzed in advance for an estimation of performance for a given VR execution environment. Such an engineering process deals with behavior and geometry together; different geometric LOD may possess different behaviors and vice versa. A certain function or behavior might dictate an inclusion of a particular geometric feature that may not be possible to preserve, if the geometric LOD were to created in a bottom-up fashion (e.g. using the mesh simplification algorithms). We demonstrate our approach by modeling an automobile object with three levels of geometric and behavior detail in a top-down manner, simulate their instances in a small virtual town, and based on the simulation result, make predictions to the maximum allowable number of vehicles that will maintain an acceptable frame rate if executed in a faster simulation environment. We believe that our approach combines the idea of hierarchical refinement of virtual objects and the use of LOD in a very natural and intuitive manner.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Pahl, G. (Tr. By K. Wallace), Engineering Design, The Design Council, Sprinter Verlag, 1984)
 
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Lubeke, D. A Developer's Survey of Polygonal Simplification, IEEE VR Conference Tutorial 7 Course Notes, 1999
 
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Watson, B On Temporal Level of Detail: System Responsiveness, Feedback and User Performance, IEEE VR Conference Tutorial 7 Course Notes, 1999
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Hoffman, W Database Design for Visual Simulation and Entertainment, SIGGRAPH 97 Course Notes on Designing Real Time Graphics for Entertainment, 1997


Collaborative Colleagues:
Jinseok Seo: colleagues
Gerard Jounghyun Kim: colleagues
Kyo Chul Kang: colleagues