NPSNET: constructing a 3D virtual world
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Partitioning and ordering large radiosity computations
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Object associations: a simple and practical approach to virtual 3D manipulation
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
An environment for real-time urban simulation
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Coarse-grained parallelism for hierarchical radiosity using group iterative methods
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Interactive simulation of fire in virtual building environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Radiosity and Global Illumination
Radiosity and Global Illumination
Radiosity Redistribution for Dynamic Environments
IEEE Computer Graphics and Applications
BrickNet: sharing object behaviors on the Net
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
Impulse-based dynamic simulation of rigid body systems
Impulse-based dynamic simulation of rigid body systems
Tapestry: an efficient mesh-based display representation for interactive rendering
Tapestry: an efficient mesh-based display representation for interactive rendering
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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The architectural framework of an advanced virtual walkthrough environment is described and placed in perspective with first generation systems built during the last two decades. This frame-work integrates support for scalable, distributed, interactive models with plug-in physical simu-lation to provide a large and rich environment suitable for architectural evaluation and training applications. An outlook is also given to a possible third generation of virtual environment archi-tectures that are capable of integrating different heterogeneous walkthrough models.