Title | ||
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NPSNET: Hierarchical data structures for real-time three-dimensional visual simulation |
Abstract | ||
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3D visual simulation systems must present a world, including terrain, cultural features, and 3D icons, in real-time at a level of detail that supports the use for which the system is intended. A "simple" world lends itself to blasting all the polygons through the workstation's existing graphics pipeline. However, a "simple" world is not very realistic and/or does not operate in real-time. For complex worlds, such as that modeled in NPSNET, providing high fidelity in real-time requires the use of hierarchical data structures. We explore the implementation of such a structure on the world modeled by NPSNET utilizing quadtrees. |
Year | DOI | Venue |
---|---|---|
1993 | 10.1016/0097-8493(93)90052-B | COMPUTERS & GRAPHICS |
DocType | Volume | Issue |
Journal | 17 | 1 |
ISSN | Citations | PageRank |
0097-8493 | 65 | 14.02 |
References | Authors | |
4 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
John S. Falby | 1 | 100 | 33.98 |
Michael J. Zyda | 2 | 245 | 116.12 |
David R. Pratt | 3 | 321 | 100.29 |
Randy L. Mackey | 4 | 65 | 14.02 |