This content is not included in your SAE MOBILUS subscription, or you are not logged in.
A nonlinear interpolation method for achieving higher frame rates in virtual reality applications
Published June 14, 1999 by ISATA - Dusseldorf Trade Fair in United Kingdom
Event: ISATA 1999
The field of computer-based image generation for visual, interactive simulation environments (virtual reality) is applied to architecture, town planning, entertainment, or training with driving simulators. The algorithms, which are used today for image generation, require special graphics hardware for the computation of all pixels of an image. An image generator (IG) consists of three primary functional stages namely application, traversal/culling and draw.
Obviously, the computational load of the graphics hardware is proportional to the frame rate. A high frame rate is desirable to avoid flickering. Frame rate doubling leads to nearly twice the hardware expense and thus to enormous costs.
This paper presents a new nonlinear image interpolation method for achieving higher frame rates based on the knowledge that the human visual perception is characterized by cognitive interpretation, which structures the seen image into semantic objects. This method needs two consecutive images, which are computed by the graphics hardware. Hence, the objects and the two-dimensional and the luminance variation of an object is small with respect to time sampling. Since the objects are moving only slightly during two successive images, the object movements can be approximated by affine transformations.