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dc.contributor.authorSchmalstieg, Dieteren_US
dc.contributor.authorGervautz, Michaelen_US
dc.date.accessioned2014-10-21T07:43:43Z
dc.date.available2014-10-21T07:43:43Z
dc.date.issued1996en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.1530421en_US
dc.description.abstractWe present a strategy for rendering in distributed virtual environments. A geometry database is maintained by a server, while users invoke individual clients to interact with the environment. Instead of downloading a complete copy of the geometry data, the data is distributed on demand, thus gaining signifcant savings in network bandwidth. Our strategy combines several techniques, including levels of detail, progressive refinement and graceful degradation to deliver the data"just in time" over the network to the rendering process. The method allows operate on a tight resource budget, which important if attempting to use low cost systems for virtual reality applications.en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleDemand-Driven Geometry Transmission for Distributed Virtual Environmentsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume15en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.1530421en_US
dc.identifier.pages421-432en_US


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