From: harrison@beta.lanl.gov (David A. Harrison) Subject: SCI: Reducing # of objects to sizeable chunks Date: Fri, 31 Jul 1992 15:46:20 GMT Message-ID: <1992Jul31.154620.2170@newshost.lanl.gov> Organization: Los Alamos National Laboratory Dear all VR enthusiasts, Someone asked a question about how to divide the virtual world into sizable chunks in order to reduce processor time. I've thought about this for a little while. It seems that most ways have been discussed in one manor or another. What I propose here is in addition to any other approachs not a replacement for them. Besides keeping track of containment (i.e. I completely contain my innerds therefore there is no reason to make the outside world aware of them) for individual objects, the designer can use the containment to consciously divide the world to reduce object interaction. One approach is to make partial containers seem like complete containers. For example a room might have a window. As soon as a room has a window, you have to deal with rendering the outside world. Fortuntately the outside world won't usually change very quickly. You could render it once (or once per long period of time) and then place the single rendering on the wall like a painting. When the window is not rendering the outside world you make it opaque as far as object interaction is concerned. Once the window becomes opaque you don't have to deal with rendering the thousands of objects that you might be able to view from the window. Compressing objects into planar paintings will work elsewhere to lessen the load on the computer. If you are viewing stationary objects from a long distance, you can force the stationary objects to become a single renderable object--a flat painting. With long distances we lose perspective anyways. Furthermore you can update this painting of objects that are far away only once every so many seconds or so much change in angle of viewing. Here are three other approachs that I've seen posted that had to do with reducing the amount of overhead. Lose detail over distance by not using high resolution coordinates or by using some sort of averaging. Secondly, use less detailed versions of the same object as it gets further away. Thirdly, use one of the above two approachs to reduce detail in objects that are either not in use or are in your peripheral vision. Sincerely, David Harrison