Learn More
Users expect high and constant rendering frame rates when they interactively navigate in a Virtual Environment (VE). However, when the VE is too large to t into the main memory, the frame rates can become unacceptable. In this paper, we combine walkthrough semantics and database techniques, such as indexing, caching and prefetching, to improve the(More)
1. Real-time Virtual Walkthrough Data representing virtual environments (VEs) are getting increasingly large in order to better simulate real scenes. This poses interesting challenges to organize, store, and render the data for interactive navigation in VEs, or walkthrough. A large VE usually consists of thousands of 3D objects, each of which can be(More)
In this paper, we study the problem of interactive walkthrough of a large virtual environment (VE) where the data representing 3D virtual objects can not reside completely in the main memory. We tap into the wealth of techniques (indexing, caching, prefetching) that have been widely used by the database community, and investigate how walkthrough semantics(More)
  • 1