DocumentCode
2501135
Title
Data complexity for virtual reality: where do all the triangles go?
Author
Deering, Michael F.
Author_Institution
Sun Microsystems Comput. Corp., Mountain View, CA, USA
fYear
1993
fDate
18-22 Sep 1993
Firstpage
357
Lastpage
363
Abstract
Screen space rendering statistics are gathered from 150 3D objects, each modeled by between 2-K and 40-K triangles. While there is wide variance by individual object, the overall trend is that the distribution of triangles by screen size is roughly exponential in the direction of small triangles. From a subjective esthetics point of view, tessellations require 10-K visible triangles per quarter million pixels covered for acceptable results
Keywords
computational complexity; rendering (computer graphics); virtual reality; data complexity; pixels; screen space rendering statistics; subjective esthetics; tessellations; triangles; virtual reality; Computer graphics; Hardware; Humans; Rendering (computer graphics); Shape; Space technology; Spline; Surface reconstruction; Surface topography; Virtual reality;
fLanguage
English
Publisher
ieee
Conference_Titel
Virtual Reality Annual International Symposium, 1993., 1993 IEEE
Conference_Location
Seattle, WA
Print_ISBN
0-7803-1363-1
Type
conf
DOI
10.1109/VRAIS.1993.380758
Filename
380758
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