Stefan Jeschke, Michael WimmerORCID iD, Heidrun Schumann, Werner PurgathoferORCID iD
Automatic 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.
[Paper]

Information

  • Publication Type: Conference Paper
  • Workgroup(s)/Project(s):
  • Date: April 2005
  • ISBN: 1-59593-013-2
  • Publisher: ACM Press
  • Organization: ACM
  • Location: Washington DC
  • Lecturer: Stefan Jeschke
  • Booktitle: Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games
  • Conference date: 3. April 2005 – 6. April 2005
  • Pages: 103 – 110

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.

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BibTeX

@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.",
  month =      apr,
  isbn =       "1-59593-013-2",
  publisher =  "ACM Press",
  organization = "ACM",
  location =   "Washington DC",
  booktitle =  "Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D
               Graphics and Games",
  pages =      "103--110",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2005/jeschke-05-AIP/",
}