SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Priority rendering with a virtual reality address recalculation pipeline
SIGGRAPH '94 Proceedings of the 21st 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
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
3D graphics rendering time modeling and control for mobile terminals
Proceedings of the ninth international conference on 3D Web technology
Pareto based optimization of multi-resolution geometry for real time rendering
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Automatic impostor placement for guaranteed frame rates and low memory requirements
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Cost prediction for global illumination using a fast rasterised scene preview
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Power analysis of mobile 3D graphics
Proceedings of the conference on Design, automation and test in Europe: Proceedings
Signature-based workload estimation for mobile 3D graphics
Proceedings of the 43rd annual Design Automation Conference
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
3D game content distributed adaptation in heterogeneous environments
EURASIP Journal on Advances in Signal Processing
Tracy: a debugger and system analyzer for cross-platform graphics development
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Adaptive CPU Scheduling to Conserve Energy in Real-Time Mobile Graphics Applications
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Time and quality of 3D rendering process using programming code optimisation techniques
International Journal of Intelligent Information and Database Systems
Parallel processing for reducing the bottleneck in realtime graphics rendering
PCM'06 Proceedings of the 7th Pacific Rim conference on Advances in Multimedia Information Processing
Adaptive visibility-driven view cell construction
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Near optimal hierarchical culling: performance driven use of hardware occlusion queries
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
On Balancing Energy Consumption, Rendering Speed, and Image Quality on Mobile Devices
International Journal of Handheld Computing Research
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This paper addresses the problem of estimating the rendering time for a real-time simulation. We study different factors that contribute to the rendering time in order to develop a framework for rendering time estimation. Given a viewpoint (or view cell) and a list of potentially visible objects, we propose several algorithms that can give reasonable upper limits for the rendering time on consumer hardware. This paper also discusses several implementation issues and design choices that are necessary to make the rendering time predictable. Finally, we lay out two extensions to current rendering hardware which would allow implementing a system with constant frame rates.