Knapsack problems: algorithms and computer implementations
Knapsack problems: algorithms and computer implementations
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Lodestar: an octree-based level of detail generator for VRML
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Trade-Off Between Resolution and Interactivity in Spatial Task Performance
IEEE Computer Graphics and Applications
Database and display algorithms for interactive visualization of architectural models
Database and display algorithms for interactive visualization of architectural models
Occlusion Culling in Large Virtual Environments
Presence: Teleoperators and Virtual Environments
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In virtual reality simulations the speed of rendering is vitally important. One of the techniques for controlling the frame rate is the assignment of different levels of detail for each object within a scene. The most well-known level of detail assignment algorithms are the Funkhouser[1] algorithm and the algorithm where the level of detail is assigned with respect to the distance of the object from the viewer.We propose an algorithm based on an analogy to a market system where each object does not have an assigned level of detail but has the ownership of a certain amount of time which is can use to be rendered with. The optimization of the levels of detail then becomes a simplistic trading process where objects with large amounts of time that they don't need will trade with objects who have need of extra time.The new algorithm has been implemented to run on the DIVE[2] virtual environment system. This system was then used to perform experiments with the aim of comparing the performance of the algorithm against the other two methods mentioned above.