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A market model for level of detail control
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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: 96 - 103  
Year of Publication: 1999
ISBN:1-58113-141-0
Authors
J. Howell  University College London, Gower Street, London, WC1E 6BT
Y. Chrysanthou  University College London, Gower Street, London, WC1E 6BT
A. Steed  University College London, Gower Street, London, WC1E 6BT
M. Slater  University College London, Gower Street, London, WC1E 6BT
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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Downloads (6 Weeks): 3,   Downloads (12 Months): 14,   Citation Count: 1
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ABSTRACT

In virtual reality simulations the speed of rendering is vitally important. One of the techniques for controlling the frame rate is the assignment of different levels of detail for each object within a scene. The most well-known level of detail assignment algorithms are the Funkhouser[1] algorithm and the algorithm where the level of detail is assigned with respect to the distance of the object from the viewer.We propose an algorithm based on an analogy to a market system where each object does not have an assigned level of detail but has the ownership of a certain amount of time which is can use to be rendered with. The optimization of the levels of detail then becomes a simplistic trading process where objects with large amounts of time that they don't need will trade with objects who have need of extra time.The new algorithm has been implemented to run on the DIVE[2] virtual environment system. This system was then used to perform experiments with the aim of comparing the performance of the algorithm against the other two methods mentioned above.


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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Emmanuel Fr6con and M~irten Stenius. DIVE: A Scaleable Network Architecture for Distributed Virtual Environments. Distributed Systems Engineering Journal, Vol. 5, No. 3, 1998, pages 91-100.
 
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E. Puppoand R. Scopigno. Simplification, LOD and Multiresolution: Principles and Applications. Eurographics '97, Tutorial T4, Budapest, Hungary, September 97.
 
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P. S. Heckbert and M. Garland. Multi resolution Modeling for Fat Rendering. In Proceedings of Graphics Interface '94, pages 43-50, 1994.
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A.E. Mason and E. H. Blake. Automatic Hierarchical Level of Detail Optimization in Computer Animation. Computer Graphics Forum, Vol. 16, 1997, pages 191-199.
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Collaborative Colleagues:
J. Howell: colleagues
Y. Chrysanthou: colleagues
A. Steed: colleagues
M. Slater: colleagues

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