### Table 4. Refreshed frame rates for interactive walkthrough.

"... In PAGE 23: ...56 Pottery 66 10704 78 3.01 Table4 lists statistics for interactive walkthroughs of each virtual environment. Note that during the interactive walkthroughs, on-line rendering was performed in the virtual environments consisting of three-dimensional objects with varying of complexity.... ..."

### Table 2: Mean and maximum statistics for cells in the spatial subdivision of Soda Hall. in a window on the workstation display at interactive frame rates as the user moves the observer viewpoint through the model. We use the object hierarchy, spatial subdivision, and results of the visibility precomputa- tion stored in the display database (summarized in Figure 23), along with real-time display and database management algorithms to achieve interactive frame rates.

1996

"... In PAGE 26: ...rame (Section 4.2.1). 3.3 Results Mean and maximum precomputation statistics for cells in the spatial subdivision of Soda Hall are shown in Table2 . In all, the spatial subdivision contains 5,060 leaf cells, of which 1,889 are possibly inhabitable by an observer { the other 3,171 cells occupy dead space inside the walls and ceilings.... ..."

Cited by 25

### Table 2 Measured performance data of our example scenes for differ- ent subdivision levels. Even with hundreds of thousands of triangles we achieved reasonable fast preprocessing within a few minutes and still ray trace at interactive frame rates.

2006

"... In PAGE 4: ... To still be able to estimate the performance of our system for scenes with a high number of triangles, we decided to iteratively subdivide our low-resolution models. Table2 summarizes our results. All numbers were mea- sured at a screen resolution of 1024 1024 pixels on a sin- gle CPU with a simple diffuse shader.... ..."

Cited by 3

### TABLE II Performance of particle path calculations for varying tile sizes. A particle is seeded within the boundary layer and propagated through 1,000 time steps of Dataset B (282 MB per time step, 276 GB time series). Interactive frame rates are achieved for small tile sizes.

### Table 1: Rendering Times: The given frame rate and the timings for each model are obtained with the number of vertices and the number of relevant vertex-to-vertex form factors listed in the table. The table lists timings for the steps of our algorithm: rendering the illumination map, computing the local response by filtering, distributing the illumination to the vertices and performing vector/matrix multiplication for the global response. Note that the total timings are such that all four models can be rendered and relit at interactive frame rates.

"... In PAGE 8: ... In the computation of the global part only the vertex-to-vertex form factors above the threshold of 10a74 5 are considered. The third column in Table1 shows the number of form factors above this threshold. All models can be rendered and relit at interactive frame rates.... In PAGE 8: ... All models can be rendered and relit at interactive frame rates. Table1 lists how much of the rendering time is spent on each individual step of the rendering procedure. The tim- ings were collected on a dual 1.... In PAGE 8: ... The local and the global response are computed in two parallel threads such that the total time is less than the sum of the individual tasks. Table1 shows that the number of form factors during the computation of the global response has a major influence on the rendering time. For each model we currently use a resolution of 512 a56 512 to render the illumination map which is also the resolution of all other maps.... ..."

### Table 1: Complexity of different scenes and count of elements in average during interactive rendering. Typical frame rates; if camera is very close smaller rates can result.

"... In PAGE 7: ... The line-approximated scene of Figure 3 consists of 12 million triangles and is typically displayed with five to ten frames. In Table1 some values are given. Table 1: Complexity of different scenes and count of elements in average during interactive rendering.... ..."

### Table 1: Complexity of different scenes and count of elements in average during interactive rendering. Typical frame rates; if camera is very close smaller rates can result.

"... In PAGE 7: ... The line-approximated scene of Figure 3 consists of 12 million triangles and is typically displayed with five to ten frames. In Table1 some values are given. Table 1: Complexity of different scenes and count of elements in average during interactive rendering.... ..."

### Table 5. The actual frame rate, the error tolerance, and the number of iterations when the user interactively change the scale of the volumes

2001

"... In PAGE 9: ... For instance, when the user scales the volume data to different sizes, the rendering time will change since the speed of most of the volume rendering algorithms are sensitive to the projection area of the volume. Table5 shows the results from the delta wing and shockwave data sets when the user dynamically changed the scale of the object and the desired rendering speed was ten frames per second. Five different scales resulted in five... ..."

Cited by 3

### Table 5: Effects Tested at Nottingham Interaction Notation Frame

"... In PAGE 13: ..., 1998). As a result of these considerations Nottingham took responsibility for running a factorial interaction between Frame Rate and Video Resolution, holding Video Delay and Audio-Video Synchrony constant at the best levels ( Table5 ). SINTEF took responsibility for running the Video Delay x Synchronisation interaction, holding Frame Rate and Video Resolution constant at the best levels.... ..."

### Table 2 shows the performance measurements for different face models. Performance tests were done on two different computer configurations. A third measurement was performed using the graphics accelleration hardware. In order to use the graphics accelleration, a special plug-in for the browser needs to be installed (currently available only for IE); this plug-in allows the Shout3D renderer to use the graphics accelleration. The results show that the implementation can animate facial models of medium complexity at interactive frame rates on average hardware. Tests were made in the Internet Explorer browser; most of the measurements were confirmed in Netscape Navigator as well.

"... In PAGE 7: ... Table2 : Performance measurements for different face models on different computer configurations. C1 = P3/600 laptop; C2 = P3/1000; C3 = C2 with graphics accelleration hardware (ELSA GLoria II-64) If we analyze our implementation with respect to the earlier outlined requirements, we can conclude that most of them can be satisfied.... ..."