Real-time walkthrough of complex environments
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Abstract
One of the biggest problems in computer graphics is displaying huge geometric models in interactive frame-rates. Such models exceed limits of best graphics workstations. A lot of work has been done for achieving the required frame-rates in architecture, simulation, computer-aided design and entertainment applications. In this thesis, a survey of methods that enable walkthrough of huge geometric models is done and a system for walkthrough is developed. The system uses hierarchical triangulated geometric models as input. In preprocessing phase, multiresolution models of objects in the scene are created using polygonal simplification techniques. During walkthrough, fast frustum culling based on bounding boxes is performed which eliminates branches of hierarchy that are not visible to camera efficiently. Appropriate level of detail of objects are selected and displayed depending on the distance of the objects to the camera. For far nodes of hierarchy, geometric data in lower levels is ignored and textured bounding box is displayed. The system achieves interactive frame rates for moderate level models, however it is far from being interactive with huge models.