Abstract
Time-Critical Rendering (TCR) has recently attracted much attention as an important framework for creating immersive virtual environments. TCR trades time-indulgent pursuit of high quality rendering for direct control over the timing of rendering according to the variable frame rates required for participants' interactions, so that more responsive interactivity can be achieved to keep him/her immersed in a virtual environment. This paper proposes a highly effective TCR approach to the level of detail control of textures used in image-based virtual reality systems. Specifically, an adaptive texture mapping strategy based on a human behavior model is presented, where both the psychological and ergonomic aspects of interior space evaluation are taken into account to achieve more reasonable image qualities and frame rates than the conventional viewing distance-based texture mapping. The feasibility of the new strategy is proven through preliminary space navigation experiments using a simple virtual showroom.
Original language | English |
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Pages | 4-11 |
Number of pages | 8 |
Publication status | Published - 1997 Jan 1 |
Externally published | Yes |
Event | Proceedings of the 1997 IEEE Virtual Reality Annual International Symposium - Albuquerque, NM, USA Duration: 1997 Mar 1 → 1997 Mar 5 |
Other
Other | Proceedings of the 1997 IEEE Virtual Reality Annual International Symposium |
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City | Albuquerque, NM, USA |
Period | 97/3/1 → 97/3/5 |
ASJC Scopus subject areas
- Software