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BRUSH as a Walkthrough System for Architectural Models

  • Bengt-Olaf Schneider
  • Paul Borrel
  • Jai Menon
  • Josh Mittleman
  • Jarek Rossignac
Part of the Focus on Computer Graphics book series (FOCUS COMPUTER)

Abstract

Brush provides an interactive environment for the real-time visualization and inspection of very large mechanical and architectural CAD databases. It supports immersive and non-immersive virtual reality walkthrough applications (for example, when validating or demonstrating to a customer an architectural concept) and detailed design reviews of complex mechanical assemblies such as engines, plants, airplanes, or ships.

Brush achieves interactive response times by selecting from multiple-resolution representations for each object, computed automatically by simplifying the original data. Simplified models reduce the cost of displaying small details that do not significantly affect the image, allowing navigation through models comprising hundreds of thousands of triangles.

A natural gesture-driven interface allows mouse or space-ball control of the camera for intuitive walkthrough in architectural scenes. Simple facilities for editing and sequencing camera positions along with automatic animation of camera trajectories between key-frames enable the construction, demonstration, and archive of pre-programmed walkthrough sequences.

Keywords

Architectural Model Graphic Hardware Color Plate Stereoscopic Display Interactive Rendering 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. 1.
    Thomas A. Funkhouser, Carlo H. Séquin, Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments, Proc. Siggraph 1993, Computer Graphics 26, pp. 247–254Google Scholar
  2. 2.
    Seth J. Teller, Carlo H. Séquin, Visibility Preprocessing for Interactive Walkthroughs, Proc. Siggraph 1991, Computer Graphics 25, 4, (August 1991), pp. 61–69CrossRefGoogle Scholar
  3. 3.
    Ned Greene, Michael Kass, Gavin Miller, Hierarchical Z-Buffer Visibility, Proc. Siggraph 1993, Computer Graphics 26, pp. 231–238Google Scholar
  4. 4.
    Patricia McLendon, IRIS Performer Programming Guide, Silicon Graphics, Document Number 0070-1680-010, 1992Google Scholar
  5. 5.
    Jarek Rossignac, Paul Borrel, Multi-resolution 3D Approximations for Rendering Complex Scenes, in B. Falcidieno and T.L. Kunii (Eds.), Modeling in Computer Graphics, Springer-Verlag, 1993.Google Scholar

Copyright information

© EUROGRAPHICS The European Association for Computer Graphics 1995

Authors and Affiliations

  • Bengt-Olaf Schneider
    • 1
  • Paul Borrel
    • 1
  • Jai Menon
    • 1
  • Josh Mittleman
    • 1
  • Jarek Rossignac
    • 1
  1. 1.IBM T.J. Watson Research CenterYorktown HeightsUSA

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