4 research outputs found

    Scalable Model Viewing

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    In this paper we describe a novel approach to displaying complex 3D scenes on architecture that does not have support for 3D graphical display. Our system makes use of distributed graphics, employing a standard workstation as a server. This server communicates with a client via UDP sockets over a LAN link. To minimize network traffic, a compression engine is employed to compress and decompress data on either side of the network transfer phase. By dividing the display into blocks, we effectively reduce the amount of data needing to be transported from client to server and provide an interactive user friendly client. We chose a PDA as a client, but our approach is extensible and easy to implement on any architecture with at least some 2D graphics drawing capabilities

    Time Management, Simultaneity and Time-Critical Computation in Interactive Unsteady Visualization Environments

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    This paper describes time management and time critical computing for a near-real-time interactive unsteady visualization environment. Subtle issues regarding the flow of time are described, formalized and addressed. The resulting system correctly reflects time behavior while allowing the user to control the flow of time. The problem of time-critical computation is discussed, and a solution is presented. These time-critical algorithms provide control over the frame rate of a visualization system, allowing interactive exploration.

    Multiresolution Techniques for Real–Time Visualization of Urban Environments and Terrains

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    In recent times we are witnessing a steep increase in the availability of data coming from real–life environments. Nowadays, virtually everyone connected to the Internet may have instant access to a tremendous amount of data coming from satellite elevation maps, airborne time-of-flight scanners and digital cameras, street–level photographs and even cadastral maps. As for other, more traditional types of media such as pictures and videos, users of digital exploration softwares expect commodity hardware to exhibit good performance for interactive purposes, regardless of the dataset size. In this thesis we propose novel solutions to the problem of rendering large terrain and urban models on commodity platforms, both for local and remote exploration. Our solutions build on the concept of multiresolution representation, where alternative representations of the same data with different accuracy are used to selectively distribute the computational power, and consequently the visual accuracy, where it is more needed on the base of the user’s point of view. In particular, we will introduce an efficient multiresolution data compression technique for planar and spherical surfaces applied to terrain datasets which is able to handle huge amount of information at a planetary scale. We will also describe a novel data structure for compact storage and rendering of urban entities such as buildings to allow real–time exploration of cityscapes from a remote online repository. Moreover, we will show how recent technologies can be exploited to transparently integrate virtual exploration and general computer graphics techniques with web applications

    Scene-motion- and latency-perception thresholds for head-mounted displays

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    A fundamental task of an immersive virtual environment (IVE) system is to present images of the virtual world that change appropriately as the user's head moves. Current IVE systems, especially those using head-mounted displays (HMDs), often produce spatially unstable scenes, resulting in simulator sickness, degraded task performance, degraded visual acuity, and breaks in presence. In HMDs, instability resulting from latency is greater than all other causes of instability combined. The primary way users perceive latency in an HMD is by improper motion of scenes that should be stationary in the world. Whereas latency-induced scene motion is well defined mathematically, less is understood about how much scene motion and/or latency can occur without subjects noticing, and how this varies under different conditions. I built a simulated HMD system with zero effective latency---no scene motion occurs due to latency. I intentionally and artificially inserted scene motion into the virtual environment in order to determine how much scene motion and/or latency can occur without subjects noticing. I measured perceptual thresholds of scene-motion and latency under different conditions across five experiments. Based on the study of latency, head motion, scene motion, and perceptual thresholds, I developed a mathematical model of latency thresholds as an inverse function of peak head-yaw acceleration. Psychophysics studies showed that measured latency thresholds correlate with this inverse function better than with a linear function. The work reported here readily enables scientists and engineers to, under their particular conditions, measure latency thresholds as a function of head motion by using an off-the-shelf projector system. Latency requirements can thus be determined before designing HMD systems
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