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@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.
},
}