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.
|出版ステータス||Published - 1997 1月 1|
|イベント||Proceedings of the 1997 IEEE Virtual Reality Annual International Symposium - Albuquerque, NM, USA|
継続期間: 1997 3月 1 → 1997 3月 5
|Other||Proceedings of the 1997 IEEE Virtual Reality Annual International Symposium|
|City||Albuquerque, NM, USA|
|Period||97/3/1 → 97/3/5|
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