{"title":"流畅的高质量交互式可视化","authors":"M. Grabner","doi":"10.1109/SCCG.2001.945342","DOIUrl":null,"url":null,"abstract":"The paper addresses the problem of interactive visualization in the view-dependent simplification framework. A geomorphing algorithm for interpolation between different levels of detail is given. The interpolation parameter is derived from the screen-space geometric error instead of assigning a fixed transition time to the interpolation process. Furthermore, a hybrid frame rate control system is proposed. Frame time is predicted based on the average rendering time per triangle, reducing oscillation and overshooting. A set of experiments demonstrates the advantages of both methods.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"113 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Smooth high-quality interactive visualization\",\"authors\":\"M. Grabner\",\"doi\":\"10.1109/SCCG.2001.945342\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The paper addresses the problem of interactive visualization in the view-dependent simplification framework. A geomorphing algorithm for interpolation between different levels of detail is given. The interpolation parameter is derived from the screen-space geometric error instead of assigning a fixed transition time to the interpolation process. Furthermore, a hybrid frame rate control system is proposed. Frame time is predicted based on the average rendering time per triangle, reducing oscillation and overshooting. A set of experiments demonstrates the advantages of both methods.\",\"PeriodicalId\":331436,\"journal\":{\"name\":\"Proceedings Spring Conference on Computer Graphics\",\"volume\":\"113 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2001-04-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings Spring Conference on Computer Graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SCCG.2001.945342\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Spring Conference on Computer Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCCG.2001.945342","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The paper addresses the problem of interactive visualization in the view-dependent simplification framework. A geomorphing algorithm for interpolation between different levels of detail is given. The interpolation parameter is derived from the screen-space geometric error instead of assigning a fixed transition time to the interpolation process. Furthermore, a hybrid frame rate control system is proposed. Frame time is predicted based on the average rendering time per triangle, reducing oscillation and overshooting. A set of experiments demonstrates the advantages of both methods.