Building and exploiting levels of detail

J. L. Pajon, Y. Collenot, X. Lhomme, Nicolas Tsingos, François X. Sillion · 1995

Interactive walkthroughs in voluminous graphical data are made possible on current computers only if various strategies are used to increase frame rates.A very common srategy is to model each object.with several levels of detail and to choose appropriate levels at each frame.The choice of a specific level of detail can depend on various factors: performances must not be obtained at the cost of an important degradation of image quality, except perhaps when the viewer moves rapidly inside the scene.We review some techniques for simplifying geometries as well as for selecting the resulting simplified objects.These techniques can be used to generate VRML data and to manipulate them.VRML could be used for various industrial applications if it could include such tools as well as elaborate methods for specifying behaviours, interactions and navigational tasks.

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