Levels of detail (LOD) engineering of VR objects

  • Authors:
  • Jinseok Seo;Gerard Jounghyun Kim;Kyo Chul Kang

  • Affiliations:
  • Department of Computer Science and Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja-dong, Pohang, Kyungbuk, Korea;Department of Computer Science and Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja-dong, Pohang, Kyungbuk, Korea;Department of Computer Science and Engineering, Pohang University of Science and Technology (POSTECH), San 31, Hyoja-dong, Pohang, Kyungbuk, Korea

  • Venue:
  • Proceedings of the ACM symposium on Virtual reality software and technology
  • Year:
  • 1999

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Abstract

For real-time performance, virtual reality systems often employ various performance optimization techniques. One of the most popular methods is using geometric models with different “Levels of Detail (LOD)”. In a previous paper by this author [1], we have proposed to use software engineering principles such as the concept of hierarchical and incremental modeling, and simultaneous consideration of form, function and behavior for modeling VR objects. Each refinement stage driven by such a modeling philosophy produces step-by-step form, function and behavior specifications of a VR object. We can make good use of these by-products as LOD for adaptive display and simulation by additionally specifying conditions for LOD switching. These specifications can be simulated and analyzed in advance for an estimation of performance for a given VR execution environment. Such an engineering process deals with behavior and geometry together; different geometric LOD may possess different behaviors and vice versa. A certain function or behavior might dictate an inclusion of a particular geometric feature that may not be possible to preserve, if the geometric LOD were to created in a bottom-up fashion (e.g. using the mesh simplification algorithms). We demonstrate our approach by modeling an automobile object with three levels of geometric and behavior detail in a top-down manner, simulate their instances in a small virtual town, and based on the simulation result, make predictions to the maximum allowable number of vehicles that will maintain an acceptable frame rate if executed in a faster simulation environment. We believe that our approach combines the idea of hierarchical refinement of virtual objects and the use of LOD in a very natural and intuitive manner.