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Steve Bryson and Sandy Johan. Time management, simultaneity and timecritical computation in interactive unsteady visualization environments. In Proceedings of Visualization '96, page 255. IEEE Computer Science Press, Los Alamitos, CA, 1996.

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Accelerating Demand Paging for Local and Remote Out-of-Core.. - Ellsworth (2001)   (Correct)

....proposed to enable out of core visualization of specific visualization techniques [2, 3, 4] could be adapted to use demand paging and also be accelerated using the techniques described in this paper. The new algorithm was designed so that it is compatible with time critical visualization [5], which is where the time to compute a visualization is limited to guarantee a specified frame rate. With time critical visualization, each visualization object stops its computation after its time budget has been exceeded. To do this, each object must have a fairly accurate estimate of the CPU ....

Stephen T. Bryson and Sandra Johan. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In IEEE Visualization '96. IEEE, October 1996. ISBN 0-89791-864-9.


Virtual Fekete Point Configurations: a case study.. - Van Liere, Mulder, ..   (Correct)

....computation, graphics and data management. Requirements related to real time performance and natural anthropomorphic VR interfaces are discussed in some detail. More recently, experiments have been performed to study time management, time critical computing and time critical algorithms, [7, 8]. 3. The Fekete Problem 3.1. Formulation The problem can be formulated as follows: given the unit sphere B in the Euclidean real space IR 3 , and a positive integer n, find the n tuple of points (unit length vectors) q(n) fq i ; i = 1; ng ; q i = q i1 ; q i2 ; q i3 ) T on the ....

S.T. Bryson and S. Johan. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In R. Yagel and G.M. Nielson, editors, Proceedings IEEE Visualization '96, pages 255--262. IEEE Computer Society Press, 1996.


The Design of Dynamic Exploration Environments for.. - Belleman, Sloot (2000)   (2 citations)  (Correct)

.... to be rendered with relative ease, the level of detail in the presentation should be minimized to avoid information clutter and achieve high frame rates (a compromise is often necessary) For an interactive exploration environment the visual frame rate should be at least 10 frames per second [8]. Intuitive interaction A prerequisite of a successful SEE is that a su ciently rich set of interaction methods is provided that allows a user to extract both qualitative and quantitative knowledge from the data sets. An unfortunate side e ect of increasingly richer sets of interactive ....

Steve Bryson and Sandy Johan. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In Proceedings of Visualization '96, page 255. IEEE Computer Science Press, Los Alamitos, CA, 1996.


Interactive Environments for the Exploration of Large Data .. - Belleman, Kaandorp, Sloot (1998)   (Correct)

....of the system as a whole, this simulation should include the temporal characteristics of the simulation application, the presentation software and the interconnection between the two. 4 2. 3 Scientific issues The key issue towards a successful exploration environment is real time interaction [2]. One way to achieve this is through a trade off between speed and accuracy of the exploration by allowing short cuts to be made in in a guided search by an interactive feedback mechanism between the application and the exploration system. The scientific question we want to address is concerned ....

Steve Bryson and Sandy Johan. Time management, simultaneity and timecritical computation in interactive unsteady visualization environments. In 9 Proceedings of Visualization '96, page 255. IEEE Computer Science Press, Los Alamitos, CA, 1996.


GEOPROVE: Geometric Probes for Virtual Environments - Belleman, Kaandorp, Dijkman, .. (1999)   (Correct)

....and examples of positional and mapped properties that can be measured with these probes. 2. 1 Software architecture Interactive visualization applications benefit from a design in which the computation and visualization processes are implemented by separate communicating threads of control [4]. The library used in CAVE environments supports primitives for this design [17] If implemented carefully, this configuration allows interactive virtual environments to be built that have a high frame rate and minimal interaction delay. However, it does have implications for the design of the ....

Steve Bryson and Sandy Johan. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In Proceedings of Visualization '96, page 255. IEEE Computer Science Press, Los Alamitos, CA, 1996.


An Integrated Global GIS and Visual Simulation System - Lindstrom, Koller.. (1998)   (1 citation)  (Correct)

....GIS [7] Systems such as VGIS place a high priority on real time, highly interactive 3D visualizations of the spatial data. Maintaining truly real time update rates in the face of large, complex datasets requires special techniques and time critical visualization system designs. Bryson and Johan [1] discuss some issues particular to such time critical computations in visualization environments. Software toolkits such as IRIS Performer [23] provide an architectural framework similar to that of VGIS which provides support for efficient rendering and simulation operations on high end computer ....

BRYSON, S. T. and JOHAN, S. Time Management, Simultaneity and TimeCritical Computation in Interactive Unsteady Visualization Environments. In Proceedings of Visualization '96, October 1996, pp. 255--261.


Virtual Reality: Past, Present, And Future - Gobbetti, Scateni (1999)   (1 citation)  (Correct)

.... Hz [98] A rule of thumb in the computer graphics industry suggests that below about 10 15 Hz, objects will not appear to be in continuous motion, resulting in distraction [61] High speed applications, such as professional flight simulators, require visual feedback frequencies of more than 60 Hz [15]. 2.2.2 Sound Perception Analyzing crudely how we use our senses, we can say that vision is our privileged mean of perception, while hearing is mainly used for verbal communication, to get information from invisible parts of the world or when vision does not provide enough information. Audio ....

BRYSON, S. T., AND JOHAN, S. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In IEEE Visualization '96 (Oct. 1996), IEEE. ISBN 0-89791-864-9.


Bringing Your Visualization Application to the Internet - Mroz, Löffelmann, Gröller (1998)   (1 citation)  (Correct)

....in Internet based visualization tools. server client data mapping rendering set images manipulation data filtering visualization software publishing 3D visualization publishing 2D visualization publishing Internet Internet Figure 1: The visualization pipeline with the Internet Several approaches [1, 6] deal with the problem of time critical rendering, the task of providing interactivity while utilizing computationally expensive visualization methods. The common strategy is to estimate the available time and computational resources until the next frame has to be displayed and to adapt the ....

....The display of the results of your typing is often delayed which is a quite disturbing effect. While interactivity is useful for simple tasks like typing, it is crucial for efficiency of the exploration of complex data and also for the acceptance by users. Response times of 0.2 0. 5 seconds [1] are considered as sufficient for efficiently interacting with scientific visualization systems. To provide a good environment for the exploration of scientific data, a maximum of flexibility has to be provided to the user, offering a wide range of possible interactions. Maximum effort has to be ....

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Steve Bryson. Time management, simultaneity and timecritical computation in interactive unsteady visualization environments. In IEEE Visualization'96, 1996.


Time Critical Lumigraph Rendering - Sloan, Cohen, Gortler (1997)   (18 citations)  (Correct)

....benefit:cost. Given this ordered set of nodes, the strategy is to add the highest ranking nodes until the time budget is used up. As the texture memory is used up the lowest benefit node is deleted and replaced by the next node in line to be added. The time budget is dynamicaly rescaled as in [3] so that the desired frame rate is met. This allows for variable load on the machine and error in the machine dependent cost measurements. 4.1 Benefit The benefit assigned to a node is set as a function of: ffl its distance from the intersection on the st plane of the center of projection of ....

Bryson, S., and Johan, S. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In Visualization '96 (1996), pp. 255--261.


Interactive Exploration in Virtual Environments - Belleman (2003)   (1 citation)  (Correct)

No context found.

Steve Bryson and Sandy Johan. Time management, simultaneity and timecritical computation in interactive unsteady visualization environments. In Proceedings of Visualization '96, page 255. IEEE Computer Science Press, Los Alamitos, CA, 1996.


Time Critical Computing and Rendering of Molecular Surfaces .. - Huitema, van Liere (2000)   (1 citation)  (Correct)

No context found.

S. Bryson and S. Johan. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In R. Yagel and G. Nielson, editors, Proceedings IEEE Visualization'96, pages 255--261, 1996.


Virtual Fekete Point Configurations: a case study.. - van Liere, Mulder, .. (2000)   (Correct)

No context found.

S.T. Bryson and S. Johan. Time management, simultaneity and time-critical computation in interactive unsteady visualization environments. In R. Yagel and G.M. Nielson, editors, Proceedings IEEE Visualization '96, pages 255--262. IEEE Computer Society Press, 1996.


VRPN: A Device-Independent, Network-Transparent VR.. - Taylor, II.. (2001)   (4 citations)  (Correct)

No context found.

Bryson, S.T. and S. Johan. Time Management, Simultaneity and Time-Critical Computation in Interactive Unsteady Visualization Environments. inIEEE Visualization '96. 1996: IEEE.

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