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
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