@COMMENT This file was generated by bib2html.pl version 0.94 @COMMENT written by Patrick Riley @InCollection{VDA02-lods, author = {J. Edward {Swan~II} and Jesus Arango and Bala Nakshatrala}, title = {Interactive, Distributed, Hardware-Accelerated LOD-Sprite Terrain Rendering with Stable Frame Rates}, booktitle = {Visualization and Data Analysis 2002, Proceedings of SPIE Volume 4665}, editor = {R. Erbacher and P. Chen and M. Gr\"{o}hn and J. Roberts and C. Wittenbrink}, month = {January}, year = 2002, pages = {177--188}, abstract = { A stable frame rate is important for interactive rendering systems. Image-based modeling and rendering (IBMR) techniques, which model parts of the scene with image sprites, are a promising technique for interactive systems because they allow the sprite to be manipulated instead of the underlying scene geometry. However, with IBMR techniques a frequent problem is an unstable frame rate, because generating an image sprite (with 3D rendering) is time-consuming relative to manipulating the sprite (with 2D image resampling). This paper describes one solution to this problem, by distributing an IBMR technique into a collection of cooperating threads and executable programs across two computers. The particular IBMR technique distributed here is the LOD-Sprite algorithm. This technique uses a multiple level-of-detail (LOD) scene representation. It first renders a keyframe from a high-LOD representation, and then caches the frame as an image sprite. It renders subsequent spriteframes by texture-mapping the cached image sprite into a lower-LOD representation. We describe a distributed architecture and implementation of LOD-Sprite, in the context of terrain rendering, which takes advantage of graphics hardware. We present timing results which indicate we have achieved a stable frame rate. In addition to LOD-Sprite, our distribution method holds promise for other IBMR techniques. }, }