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Scalable Simulation in Virtual EnvironmentsStephen ChenneyUniversity of Wisconsin - Madison USA
Friday, November 15, 2002
Abstract
Simulated motion is central to a user's experience in many virtual
environments, such as those for training or gaming. However,
realistic motion is frequently expensive to compute, which has
limited the size of environments and the complexity of the
motion within them. Simulation culling addresses this problem
by avoiding computation for motion that is out of the user's
view. In this talk I will discuss various simulation culling
strategies, with an emphasis on a new approach, simulation
proxies. A proxy replaces an expensive, accurate simulation
with a cheaper one when out of view. It is designed to be cheap
to compute, yet still provide the user with a quality experience.
In the environments we have explored, simulation proxies enable
interactive worlds on a scale that cannot otherwise be computed
in real time.
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