This work
studies pre-fetching mechanisms that support
walkthroughs of virtual environments with overall
data sizes exceeding current core memory capacities
of PCs. Specifically, it formulates the pre-fetch
problem using motion characteristics of the viewer,
the data density of the virtual environment, and the
data transfer capability of the disk. It further
analyzes two fundamental classes of pre-fetching
schemes, which are classified by their uses of
certain pre-assigned spatial or temporal thresholds.
The analysis is supported and verified by
experiments on terrain walkthroughs performed on
different configurations of PCs. An interesting
finding is the understanding of how the terrain data
density supportable is a function of the duration of
time allocated to disk-level pre-fetching. On the
whole, this paper provides a methodology for
analyzing pre-fetch performance as well as presents
various insights instrumental in the design and
optimization of out-of-core walkthrough systems.
CR Categories:
I.3.5 [Computer
Graphics]: Methodologies and Techniques; I.3.6
[Computer Graphics]: Three-Dimensional Graphics and
Realism--Virtual reality
Keywords: virtual environment,
terrain, walkthrough, out-of-core algorithm
In the
Proceedings of Computer Graphics International,
Stony Brook, New York,
USA, June 22-24, pp. 100-107, 2005.
(pdf)
© 28 March
2004, Computer Graphics Research Laboratory,
School of
Computing,
National University of Singapore.