• 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