Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video games, but have not had widespread use in VR terrain visualization systems. This thesis explains a set of optimizations to allow most current level of detail algorithms run in the types of multiple display systems used in VR. It improves both the visual quality of the system through use of graphics hardware acceleration, and improves the framerate and running time through modifications to the computations that drive the algorithms. Using ROAM as a testbed, results show improvements between 10% and 100% on varying machines.
Identifer | oai:union.ndltd.org:MSSTATE/oai:scholarsjunction.msstate.edu:td-1123 |
Date | 11 May 2002 |
Creators | Hand, Randall Eugene |
Publisher | Scholars Junction |
Source Sets | Mississippi State University |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Theses and Dissertations |
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