IEEE Computer Graphics and Applications
Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Knowledge-based augmented reality
Communications of the ACM - Special issue on computer augmented environments: back to the real world
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
Level-of-detail generation and its application in virtual reality
VRST '94 Proceedings of the conference on Virtual reality software and technology
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visualization of complex models using dynamic texture-based simplification
Proceedings of the 7th conference on Visualization '96
Proceedings of the 7th conference on Visualization '96
The Science of Virtual Reality and Virtual Environments
The Science of Virtual Reality and Virtual Environments
Distributed Multimedia and QOS: A Survey
IEEE MultiMedia
Trade-Off Between Resolution and Interactivity in Spatial Task Performance
IEEE Computer Graphics and Applications
Identifying and Reducing Critical Lag in Finite Element Simulations
IEEE Computer Graphics and Applications
Gaze-directed Adaptive Rendering for Interacting with Virtual Space
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Interactive particle visualization with advanced shading models using lazy evaluation
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
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Time-Critical Rendering (TCR) has recently attracted much attention as an important framework for creating immersive virtual environments. TCR trades time-indulgent pursuit of high quality rendering for direct control over the timing of rendering according to the variable frame rates required for participants' interactions, so that more responsive interactivity can be achieved to keep him/her immersed in a virtual environment. This paper proposes a highly effective TCR approach to the level of detail control of textures used in image-based virtual reality systems. Specifically, an adaptive texture mapping strategy based on a human behavior model is presented, where both the psychological and ergonomic aspects of interior space evaluation are taken into account to achieve more reasonable image qualities and frame rates than the conventional viewing distance-based texture mapping. The feasibility of the new strategy is proven through preliminary space navigation experiments using a simple virtual showroom.