[Acpc-l] Latest nfoBahn posting - The MOVES Institute Open House - l:fod

nfobahn@attglobal.net nfobahn@attglobal.net
Wed, 08 May 2002 11:04:23 -0700


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 <http://movesinstitute.org>
"Your source for computer graphics & virtual environment event announcement=
s
since 1994"=20
nfoBahn News 8 May 2002

THE MOVES INSTITUTE OPEN HOUSE
> Web: http://movesinstitute.org/openhouse2002.html Dates: 19 - 22 August 2=
002
>> 19 - 20 August 2002:
>>> Technical Opportunities Workshop:  Extensible Modeling and Simulation
>>> Framework (XMSF)
>> 20 - 22 August 2002:
>>> The MOVES Institute Open House
> Travel Hint: Make hotel reservations now if you are planning on attending=
 as
> Monterey is a summer tourist destination. Travel info:
> http://movesinstitute.org/OpenHouse/OpenHouseTravel.html

RECENT THESES WITH THE MOVES INSTITUTE - MARCH 2002

1st LT Omer Tuba Arisut, Turkish Army
<http://movesinstitute.org/Theses/Arisutthesis.pdf>
EFFECTS OF NAVIGATION AIDS ON HUMAN ERROR IN A COMPLEX NAVIGATION TASK
This thesis investigates land navigators=92 performance differences in land
navigation when different navigation aids are used. The question that this
thesis attempts to answer is whether the use of Global Positioning System
(GPS) in land navigation results in a performance dependency, and, if so,
whether that dependency adversely affects performance. To address these
questions an experiment was conducted to see if the use of GPS makes map an=
d
compass training obsolete. The participants were divided into two training
groups; map + compass navigation and GPS navigation. The experiment studied
human performance differences, human error, and transfer of training while
participants navigated using only GPS in the first part, and map + compass
in the second part of the experiment. The results suggested that map
+compass training is always preferable. A map +compass native land navigato=
r
outperforms a GPS native land navigator when GPS is not accessible. This
evidence suggests that a military land navigator, in particular, should kno=
w
both navigation techniques and should be able to switch from one to the
other without any hesitation. Slides
<http://movesinstitute.org/Theses/ArisutPresentation.ppt>

LT David Back, USN
 <http://movesinstitute.org/Theses/Backthesis.pdf> (Note: LT Back is the
Spring, 2002 winner of the Commander George L. Phillips Award
<http://movesinstitute.org/PhillipsAward.html> . for outstanding academics
and leadership in the study of modeling, virtual environments & simulation.=
)
AGENT BASED SOLDIER BEHAVIOR IN DYNAMIC 3D VIRTUAL ENVIRONMENTS Human
behavior in virtual environments is commonly implemented as a finite state
machine. This programming approach can be effective and challenging against
human players, but its ability to realistically simulate the behavior of
cooperative groups of soldiers is limited.
This thesis covers the development of an agent-based system to control the
behavior of infantry in 3D virtual environments. The system design divides
the cognitive process into four modules: perception, mental model, goal
decision, and action resolution. Each module attempts to simulate both
strengths and weaknesses of human perception and cognition, including
instinctive reactions, perceptual error, memory degradation,
context-dependent decision-making, and inference. Additionally, the soldier=
s
are influenced by the actions and decisions of the agents around them,
enabling cooperation.
The resultant agent system was incorporated into a game- like interface and
compared to a similar commercial game with standard AI. Overall, 72% of the
test subjects thought that the agent behaviors were Mostly Realistic or
Totally Realistic, and 81% found them to be equal to or better than those i=
n
the commercial game.

LTJG Ozan Apaydin, Turkish Navy
<http://movesinstitute.org/Theses/ApaydinThesis.pdf> Master's in computer
science in cooperation with the MOVES Institute:
NETWORKED HUMANOID ANIMATION DRIVEN BY HUMAN VOICE USING EXTENSIBLE 3D
(X3D), H-ANIM AND JAVA SPEECH OPEN STANDARDS
Speech-recognition technology is beginning to be used in automobiles,
telephones, personal digital assistants (PDAs), medical records, e-commerce=
,
text dictation and editing. Speech recognition can also be integrated into
Virtual Environments (VEs) to create responsive virtual entities. Like the
mouse, keyboard, and the trackball, Speech-recognition technology can
enhance the control of a computer and improve communication. Dramatically
expanding interest in the Internet and VEs has been gated by limited
interactivity with human-avatar models. As more users begin interacting wit=
h
avatars in VEs, designers are prompted to create more realistic, humanlike
avatars. This quest for realism needs to go beyond visual aspects to includ=
e
speech-recognition technology, which can greatly augment the realism of
these avatars. This thesis presents design and development of a Voice User
Interface (VUI), which maps to a set of behavioral motions for humanoid
avatars using Extensible 3D (X3D) graphics, the Virtual Reality Modeling
Language (VRML), Humanoid Animation (H-Anim) Standard and Java Speech API.
The VUI includes a suitable speech-recognition component for
application-command vocabularies. This thesis also demonstrates
interchangeability of both avatars and animation behaviors, and creates
networked humanoid animation driven by a human voice. Slides
<http://movesinstitute.org/Theses/Apaydinslides.ppt>

MAJ Richard Sanders, USA, and LT Mark Scorgie, USN
<http://movesinstitute.org/Theses/SandersScorgiethesis.pdf> THE EFFECT OF
SOUND DELIVERY METHODS ON A USER=92S SENSE OF PRESENCE IN A VIRTUAL
ENVIRONMENT The purpose behind this thesis was two-fold. First, the effect
of sound delivery on a user=92s sense of presence in a virtual environment wa=
s
investigated. Second, the physiological responses of electrodermal activity=
,
heart rate, and temperature were measured and correlated to the user=92s
subjective sense of presence in an attempt to determine if physiological
measures can be used in the future as an objective measure of presence. A
computer based first-person shooter game (Medal of Honor: Allied Assault=99)
was utilized as the virtual environment. The independent variable was sound
delivery method (no sound, 5.1 surround sound, headphones, and headphones
with subwoofer). The dependent variables were physiological response and
questionnaire results. Results indicated that sound contributed to the
user=92s sense of presence as evidenced by electrodermal activity and
temperature and questionnaire scores. Also, significant changes occurred
between the speaker and headphone sound delivery methods. This response
suggests that speakers created a higher sense of emotion and possibly
induced a higher level of presence in participants. Slides
<http://movesinstitute.org/Theses/SandersScorgieslides.zip>

LTJG Alper Sinav (Math and CS) Turkish Navy
 <http://movesinstitute.org/Theses/SinavThesis.zip> Master's in computer
science and applied mathematics in cooperation with the MOVES Institute:
ANALYSIS AND MODELING OF THE VIRTUAL HUMAN INTERFACE FOR THE MARG
BODY-TRACKING SYSTEM USING QUATERNIONS Mathematicians have used quaternions
for about a hundred years. Today they are an important part of computer
graphics and simulation systems. This thesis takes an analytical approach t=
o
quaternions by using them in the construction of a virtual human for
sourceless Magnetic Accelerometer Rate Sensor (MARG) body tracking system.
Virtual citizens will be a reflection of our personalities in cyberspace.
Prophecies say they may take control in the virtual world and govern
themselves too. One of the objectives of this thesis is to design a seamles=
s
and realistic humanoid from laser scan data clouds. This humanoid will be
compatible with motion capture systems and networked virtual environments.
Second objective of this thesis is to search for the answers related to the
optimal real-time representation of an articulated virtual human,
maintaining a high level of visual fidelity within networked cyberspace.
While visual detail and fidelity have been and will continue to be a major
ongoing interest within the computer graphics community, the idea of
sourceless body tracking is still in its early stages. MARG body tracking i=
s
one of the successful approaches to body tracking systems. This thesis
proposes a networked quaternion based real-time virtual human interface for
the MARG body tracking system. Zipped thesis, Powerpoint, and supporting
materials <http://movesinstitute.org/Theses/SinavThesis.zip>

LT Victor Spears, USN
 <http://movesinstitute.org/Theses/spearsthesis.pdf>
TERRAIN LEVEL OF DETAIL IN FIRST-PERSON, GROUND-PERSPECTIVE SIMULATON
The Army Game Project at the Naval Postgraduate School is utilizing Epic=92s
Unreal game engine to create a realistic first person infantry simulation.
The project involves both indoor and outdoor spaces, including terrain
datasets larger than normally supported by the Epic engine. While there has
been extensive research relating to terrain rendering algorithms, they are
unsuitable for this system due to hardware requirements, task limitation, o=
r
inefficient memory management. These limitations can be addressed by
modifying the original terrain algorithm to include multiple levels of
detail for complex terrain. This method raises new issues with projected
textures, transparent textures, and multi-resolution rendering; therefore
the implementation technique includes resolution for these concerns as well=
.
The Epic world editor was also modified to enable world designers control o=
f
these levels of detail. Performance tests have shown that this terrain leve=
l
of detail system significantly improves display times, thereby allowing
greater terrain complexity while maintaining interactive frame rates.
Rendering times in environments with small terrains improved almost 40%,
while large complex terrain environments (km2 at 1m resolution) fared even
better. Slides <http://movesinstitute.org/Theses/spears.ppt> , Movie1,
<http://movesinstitute.org/Theses/svdlod_screen2.mpeg>  Movie2
<http://movesinstitute.org/Theses/vdrpm_teapot.mpeg>

For additional information on The MOVES Institute, the publisher of nfoBahn
News, see here <http://movesinstitute.org> .

This is a posting from nfobahn@attglobal.net To be removed from this
occasional announcements-only list, please send a kind request to
nfobahn@attglobal.net




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						<p><font size=3D"-1" face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular=
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ns-Regular">
						<hr noshade>
					</font>
					<h3><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">THE MOVE=
S INSTITUTE OPEN HOUSE</font></h3>
					<blockquote>
						<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>Web</=
b>: <a href=3D"http://movesinstitute.org/openhouse2002.html">http://movesinsti=
tute.org/openhouse2002.html</a></font></p>
						<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>Dates=
</b>: 19 - 22 August 2002</font></p>
						<blockquote>
							<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">19 - 20=
 August 2002: </font></p>
							<blockquote>
								<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>Tec=
hnical Opportunities Workshop:  Extensible Modeling and Simulation Framework=
 (XMSF)</b></font></p>
							</blockquote>
							<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">20 - 22=
 August 2002: </font></p>
							<blockquote>
								<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>The=
 MOVES Institute Open House</b></font></p>
							</blockquote>
						</blockquote>
						<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>Trave=
l Hint</b>: Make hotel reservations now if you are planning on attending as =
Monterey is a summer tourist destination. </font></p>
						<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>Trave=
l info</b>: <a href=3D"http://movesinstitute.org/OpenHouse/OpenHouseTravel.htm=
l">http://movesinstitute.org/OpenHouse/OpenHouseTravel.html</a></font></p>
					</blockquote>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<h3><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">RECENT T=
HESES WITH THE MOVES INSTITUTE - MARCH 2002</font></h3>
					<font color=3D"#ee0000" face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regul=
ar">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/Arisutthesis.pdf">1st LT Omer Tuba Arisut, =
Turkish Army</a><br>
						</font></p>
					<h4><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">EFFECTS =
OF NAVIGATION AIDS ON HUMAN ERROR IN A COMPLEX NAVIGATION TASK</font></h4>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This thesis =
investigates land navigators&#146; performance differences in land navigatio=
n when different navigation aids are used. The question that this thesis att=
empts to answer is whether the use of Global Positioning System (GPS) in lan=
d navigation results in a performance dependency, and, if so, whether that d=
ependency adversely affects performance. </font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">To addres=
s these questions an experiment was conducted to see if the use of GPS makes=
 map and compass training obsolete. The participants were divided into two t=
raining groups; map + compass navigation and GPS navigation. The experiment =
studied human performance differences, human error, and transfer of training=
 while participants navigated using only GPS in the first part, and map + co=
mpass in the second part of the experiment. </font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The resul=
ts suggested that map +compass training is always preferable. A map +compass=
 native land navigator outperforms a GPS native land navigator when GPS is n=
ot accessible. This evidence suggests that a military land navigator, in par=
ticular, should know both navigation techniques and should be able to switch=
 from one to the other without any hesitation.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/ArisutPresentation.ppt">Slides</a></font></=
p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/Backthesis.pdf">LT David Back, USN<br>
							</a></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">(Note: LT=
 Back is the Spring, 2002 winner of the <a href=3D"http://movesinstitute.org/P=
hillipsAward.html">Commander George L. Phillips Award</a>. for outstanding a=
cademics and leadership in the study of modeling, virtual environments &amp;=
 simulation.)</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>AGENT =
BASED SOLDIER BEHAVIOR IN DYNAMIC 3D VIRTUAL ENVIRONMENTS</b></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Human beh=
avior in virtual environments is commonly implemented as a finite state mach=
ine. This programming approach can be effective and challenging against huma=
n players, but its ability to realistically simulate the behavior of coopera=
tive groups of soldiers is limited.<br>
						</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This thes=
is covers the development of an agent-based system to control the behavior o=
f infantry in 3D virtual environments. The system design divides the cogniti=
ve process into four modules: perception, mental model, goal decision, and a=
ction resolution. Each module attempts to simulate both strengths and weakne=
sses of human perception and cognition, including instinctive reactions, per=
ceptual error, memory degradation, context-dependent decision-making, and in=
ference. Additionally, the soldiers are influenced by the actions and decisi=
ons of the agents around them, enabling cooperation.<br>
						</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The resul=
tant agent system was incorporated into a game- like interface and compared =
to a similar commercial game with standard AI. Overall, 72% of the test subj=
ects thought that the agent behaviors were Mostly Realistic or Totally Reali=
stic, and 81% found them to be equal to or better than those in the commerci=
al game.</font></p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/ApaydinThesis.pdf">LTJG Ozan Apaydin, Turki=
sh Navy</a></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Master's =
in computer science in cooperation with the MOVES Institute:<br>
						</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>NETWOR=
KED HUMANOID ANIMATION DRIVEN BY HUMAN VOICE USING EXTENSIBLE 3D (X3D), H-AN=
IM AND JAVA SPEECH OPEN STANDARDS<br>
							</b></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Speech-re=
cognition technology is beginning to be used in automobiles, telephones, per=
sonal digital assistants (PDAs), medical records, e-commerce, text dictation=
 and editing. Speech recognition can also be integrated into Virtual Environ=
ments (VEs) to create responsive virtual entities. Like the mouse, keyboard,=
 and the trackball, Speech-recognition technology can enhance the control of=
 a computer and improve communication.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Dramatica=
lly expanding interest in the Internet and VEs has been gated by limited int=
eractivity with human-avatar models. As more users begin interacting with av=
atars in VEs, designers are prompted to create more realistic, humanlike ava=
tars. This quest for realism needs to go beyond visual aspects to include sp=
eech-recognition technology, which can greatly augment the realism of these =
avatars.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This thes=
is presents design and development of a Voice User Interface (VUI), which ma=
ps to a set of behavioral motions for humanoid avatars using Extensible 3D (=
X3D) graphics, the Virtual Reality Modeling Language (VRML), Humanoid Animat=
ion (H-Anim) Standard and Java Speech API. The VUI includes a suitable speec=
h-recognition component for application-command vocabularies. This thesis al=
so demonstrates interchangeability of both avatars and animation behaviors, =
and creates networked humanoid animation driven by a human voice.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/Apaydinslides.ppt">Slides</a></font></p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/SandersScorgiethesis.pdf">MAJ Richard Sande=
rs, USA, and LT Mark Scorgie, USN</a></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>THE EF=
FECT OF SOUND DELIVERY METHODS ON A USER&#146;S SENSE OF PRESENCE IN A VIRTU=
AL ENVIRONMENT</b></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The purpo=
se behind this thesis was two-fold. First, the effect of sound delivery on a=
 user&#146;s sense of presence in a virtual environment was investigated. Se=
cond, the physiological responses of electrodermal activity, heart rate, and=
 temperature were measured and correlated to the user&#146;s subjective sens=
e of presence in an attempt to determine if physiological measures can be us=
ed in the future as an objective measure of presence. A computer based first=
-person shooter game (Medal of Honor: Allied Assault&#153;) was utilized as =
the virtual environment. The independent variable was sound delivery method =
(no sound, 5.1 surround sound, headphones, and headphones with subwoofer). T=
he dependent variables were physiological response and questionnaire results=
. Results indicated that sound contributed to the user&#146;s sense of prese=
nce as evidenced by electrodermal activity and temperature and questionnaire=
 scores. Also, significant changes occurred between the speaker and headphon=
e sound delivery methods. This response suggests that speakers created a hig=
her sense of emotion and possibly induced a higher level of presence in part=
icipants.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/SandersScorgieslides.zip">Slides</a></font>=
</p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/SinavThesis.zip">LTJG Alper Sinav (Math and=
 CS) Turkish Navy<br>
							</a></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Master's =
in computer science and applied mathematics in cooperation with the MOVES In=
stitute:<br>
						</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><b>ANALYS=
IS AND MODELING OF THE VIRTUAL HUMAN INTERFACE FOR THE MARG BODY-TRACKING SY=
STEM USING QUATERNIONS</b></font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Mathemati=
cians have used quaternions for about a hundred years. Today they are an imp=
ortant part of computer graphics and simulation systems. This thesis takes a=
n analytical approach to quaternions by using them in the construction of a =
virtual human for sourceless Magnetic Accelerometer Rate Sensor (MARG) body =
tracking system.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Virtual c=
itizens will be a reflection of our personalities in cyberspace. Prophecies =
say they may take control in the virtual world and govern themselves too. On=
e of the objectives of this thesis is to design a seamless and realistic hum=
anoid from laser scan data clouds. This humanoid will be compatible with mot=
ion capture systems and networked virtual environments.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Second ob=
jective of this thesis is to search for the answers related to the optimal r=
eal-time representation of an articulated virtual human, maintaining a high =
level of visual fidelity within networked cyberspace. While visual detail an=
d fidelity have been and will continue to be a major ongoing interest within=
 the computer graphics community, the idea of sourceless body tracking is st=
ill in its early stages. MARG body tracking is one of the successful approac=
hes to body tracking systems. This thesis proposes a networked quaternion ba=
sed real-time virtual human interface for the MARG body tracking system.</fo=
nt></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/SinavThesis.zip">Zipped thesis, Powerpoint,=
 and supporting materials</a></font></p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/spearsthesis.pdf">LT Victor Spears, USN<br>
							</a></font></p>
					<h4><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">TERRAIN =
LEVEL OF DETAIL IN FIRST-PERSON, GROUND-PERSPECTIVE SIMULATON</font></h4>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">The Army Gam=
e Project at the Naval Postgraduate School is utilizing Epic&#146;s Unreal g=
ame engine to create a realistic first person infantry simulation. The proje=
ct involves both indoor and outdoor spaces, including terrain datasets large=
r than normally supported by the Epic engine. While there has been extensive=
 research relating to terrain rendering algorithms, they are unsuitable for =
this system due to hardware requirements, task limitation, or inefficient me=
mory management.</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">These lim=
itations can be addressed by modifying the original terrain algorithm to inc=
lude multiple levels of detail for complex terrain. This method raises new i=
ssues with projected textures, transparent textures, and multi-resolution re=
ndering; therefore the implementation technique includes resolution for thes=
e concerns as well. The Epic world editor was also modified to enable world =
designers control of these levels of detail.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">Performan=
ce tests have shown that this terrain level of detail system significantly i=
mproves display times, thereby allowing greater terrain complexity while mai=
ntaining interactive frame rates. Rendering times in environments with small=
 terrains improved almost 40%, while large complex terrain environments (km2=
 at 1m resolution) fared even better.</font></p>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular"><a href=3D"=
http://movesinstitute.org/Theses/spears.ppt">Slides</a>, <a href=3D"http://mov=
esinstitute.org/Theses/svdlod_screen2.mpeg">Movie1,</a> <a href=3D"http://move=
sinstitute.org/Theses/vdrpm_teapot.mpeg">Movie2</a></font></p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">For addit=
ional information on The MOVES Institute, the publisher of nfoBahn News, see=
 <a href=3D"http://movesinstitute.org">here</a>.</font></p>
					<font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">
						<hr noshade>
					</font>
					<p><font face=3D"Arial,Helvetica,Geneva,Swiss,SunSans-Regular">This is a=
 posting from nfobahn@attglobal.net To be removed from this occasional annou=
ncements-only list, please send a <b>kind</b> request to <a href=3D"mailto:nfo=
bahn@attglobal.net">nfobahn@attglobal.net</a></font></p>
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