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@COMMENT written by Patrick Riley
@TechReport{TR98-lods,
author = {Baoquan Chen and J. Edward {Swan~II} and Arie Kaufman},
title = {A Hybrid LOD-Sprite Technique for Interactive Rendering
of Large Datasets},
type = {Center for Visual Computing Technical Report},
number = {TR981028},
institution = {State University of Stony Brook},
month = {October},
year = 1998,
abstract = {
We present a new rendering technique, termed LOD-sprite rendering,
which uses a combination of a level-of-detail (LOD) representation of the scene
together with reusing image sprites (previously rendered images). Our primary
application is an acceleration technique for virtual environment navigation.
The LOD-sprite technique renders an initial frame using a full-resolution model
of the scene geometry. It renders subsequent frames with a much
lower-resolution model of the scene geometry and texture-maps each polygon with
the image sprite from the initial full-resolution frame. As it renders these
subsequent frames the technique measures the error associated with each
low-resolution polygon, and uses this to decide when to re-render the scene
using the full-resolution model. The LOD-sprite technique can be efficiently
implemented in texture-mapping graphics hardware.
The LOD-sprite technique is thus a combination of two currently very active
thrusts in computer graphics: level-of-detail representations and image-based
modeling and rendering (IBMR) techniques. The LOD-sprite technique is different
from most previous IBMR techniques in that they typically model the texture-map
as a quadrilateral, as opposed to a lower-resolution scene model. This scene
model, even if only composed of a few polygons, greatly increases the range of
novel views that can be interpolated before unacceptable distortions arise.
Also unlike previous LOD techniques, the LOD-sprite algorithm dynamically
updates the image sprite every several frames. The LOD-sprite technique can be
implemented with any LOD decomposition.
},
}