• DocumentCode
    3164775
  • Title

    Using a floating origin to improve fidelity and performance of large, distributed virtual worlds

  • Author

    Thome, Christian

  • Author_Institution
    Sch. of Comput. Sci. & Software Eng., Western Australia Univ., Perth, WA
  • fYear
    2005
  • fDate
    23-25 Nov. 2005
  • Lastpage
    270
  • Abstract
    Large virtual worlds (VWs) are increasingly common in the computer graphics areas of simulation, games, geospatial or scientific visualisation. In such VWs, simulated motion of the viewpoint and other objects becomes jittery and lacking in realism when far from the world´s origin. Shape and appearance of objects can also degenerate. Since these effects depend on position in space, they will be collectively termed spatial jitter (SJ). Traditional solutions to SJ embody the idea that viewpoint motion through the VW must involve a change of the viewpoint´s coordinates. This notion of viewpoint motion increases design complexity and the processing overhead of code written to counter SJ. A floating origin (FO) approach is presented which floats the world´s origin with the viewpoint when navigating a continuous VW, eliminating SJ effects and lowering design and processing overheads. It ensures constant high fidelity in contrast to the continuously varying fidelity of conventional solutions
  • Keywords
    distributed processing; virtual reality; computer graphics; floating origin; large virtual worlds; spatial jitter; Computational modeling; Computer graphics; Computer simulation; Counting circuits; Jitter; Navigation; Process design; Shape; Visualization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Cyberworlds, 2005. International Conference on
  • Conference_Location
    Singapore
  • Print_ISBN
    0-7695-2378-1
  • Type

    conf

  • DOI
    10.1109/CW.2005.94
  • Filename
    1587542