“Real-Time Graphics for Visual Simulation: Advanced Techniques from the Top Down” by Smith, Beasley, Clay, Brockway, Gersuk, et al. …

  • ©Elizabeth L. Smith, Graham Beasley, Sharon Rose Clay, Dan Brockway, Stephen Gersuk, and Nephi Lewis



Entry Number: 20


    Real-Time Graphics for Visual Simulation: Advanced Techniques from the Top Down

Course Organizer(s):



    An understanding of 3D graphics primitives, model and viewing trans-formations, and types of frame-buffer storage. Awareness of multiprocessing issues helpful, but not required.

    Topics Covered
    Database construction techniques, very large multiresolution textures, dynamically generated or morphed terrain, very large data sets of widespread geographic areas, paging of geometry and texture, frame-buffer storage, blending utilities, and non-linear image distortion correction.

    Algorithms originally developed for flight simulators running on multi-million-dollar systems have evolved into useful methods for real-time interactive applications on much less expensive computers. The processing power and graphics capabilities of PCs, game systems, and high-end graphics systems are all steadily increasing. This course explored those interactive visual simulation algorithms and tricks that still require high-end hardware. It also detailed sophisticated techniques for handling large complex scenes in real time.

Contents/Schedule PDF:

Contributed By:

    Mary Whitton


    Charles Babbage Institute Archives, University of Minnesota

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