Rendering of large and complex urban environments for real time heritage reconstructions

J. Willmott, L. Wright, David Arnold, A. Day

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBNpeer-review

Abstract

In this paper we describe a rendering package, which brings together a number of rendering techniques and optimisations to render large and complex urban environments at interactive frame rates. The package has been built on top of a proprietary Scene Graph structure developed for the CHARISMATIC project. The paper presents an integrated approach combining Real-time Optionally Adapting Meshes, View Frustum Culling, Occluder Shadows, Level of Detail for Houses and Motion Captured Avatars in a single application.We discuss the performance issues associated with our approaches and give comprehensive implementation details. We also consider implications of the trends in high performance graphics sub-systems for PCs in the context of data types and animations required for populated interactive virtual heritage experiences. Finally we present empirical results to demonstrate the importance of employing such techniques and the implications for practical virtual heritage applications.
Original languageEnglish
Title of host publicationProceedings of the 2001 conference on virtual reality, archeology, and cultural heritage
EditorsD. Arnold, A. Chalmers, D. Fellner
Place of PublicationNew York, USA
PublisherACM Press
Pages111-120
Number of pages10
ISBN (Print)1581134479
Publication statusPublished - Oct 2002
EventProceedings of the 2001 conference on virtual reality, archeology, and cultural heritage - Athens, Greece, 28 - 30 November, 2001
Duration: 1 Oct 2002 → …

Conference

ConferenceProceedings of the 2001 conference on virtual reality, archeology, and cultural heritage
Period1/10/02 → …

Keywords

  • ROAM
  • avatars
  • culling
  • level of detail
  • occluder shadows
  • openGL
  • urban environments
  • view frustum culling

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