
Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements
Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner PurgathoferAutomatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements
In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games, pages 103-110. April 2005.
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- Publication Type: Conference Paper
- Date (from): 3.4.2005
- Date (to): 6.4.2005
- ISBN: 1-59593-013-2
- Lecturer: Stefan Jeschke
- Location: Washington DC
- Organization: ACM
- Publisher: ACM Press
Abstract
Impostors are image-based primitives commonly used to replace complex geometry in order to reduce the rendering time needed for displaying complex scenes. However, a big problem is the huge amount of memory required for impostors. This paper presents an algorithm that automatically places impostors into a scene so that a desired frame rate and image quality is always met, while at the same time not requiring enormous amounts of impostor memory. The low memory requirements are provided by a new placement method and through the simultaneous use of other acceleration techniques like visibility culling and geometric levels of detail.Additional Files and Images
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@inproceedings{jeschke-05-AIP,
title = "Automatic Impostor Placement for Guaranteed Frame Rates and
Low Memory Requirements",
author = "Stefan Jeschke and Michael Wimmer and Heidrun Schumann and
Werner Purgathofer",
year = "2005",
abstract = "Impostors are image-based primitives commonly used to
replace complex geometry in order to reduce the rendering
time needed for displaying complex scenes. However, a big
problem is the huge amount of memory required for impostors.
This paper presents an algorithm that automatically places
impostors into a scene so that a desired frame rate and
image quality is always met, while at the same time not
requiring enormous amounts of impostor memory. The low
memory requirements are provided by a new placement method
and through the simultaneous use of other acceleration
techniques like visibility culling and geometric levels of
detail.",
pages = "103--110",
month = apr,
organization = "ACM",
booktitle = "Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D
Graphics and Games",
isbn = "1-59593-013-2",
publisher = "ACM Press",
location = "Washington DC",
URL = "http://www.cg.tuwien.ac.at/research/publications/2005/jeschke-05-AIP/",
}
