Combatting rendering latency
| dc.contributor.author | Olano, Marc | |
| dc.contributor.author | Cohen, Jon | |
| dc.contributor.author | Mine, Mark | |
| dc.contributor.author | Bishop, Gary | |
| dc.date.accessioned | 2026-02-03T18:14:59Z | |
| dc.date.issued | 1995-04-15 | |
| dc.description | 1995 Symposium on Interactive 3D Graphics, April 9 - 12, 1995, Monterey, California, USA | |
| dc.description.abstract | Latency or lag in an interactive graphics system is the delay between user input and displayed output. We have found latency and the apparent bobbing and swimming of objects that it produces to be a serious problem for head-mounted display (HMD) and augmented reality applications. At UNC, we have been investigating a number of ways to reduce latency; we present two of these. Slats is an experimental rendering system for our Pixel-Planes 5 graphics machine guaranteeing a constant single NTSC field of latency. This guaranteed response is especially important for predictive tracking. Just-in-time pixels is an attempt to compensate for rendering latency by rendering the pixels in a scanned display based on their position in the scan. | |
| dc.description.sponsorship | We would like to give special thanks to Ron Azuma. Ron is responsible figure 9, and was a huge help in the creation of the Slats video. We would also like to thank Tony Apodaca and Pixar for access to RenderMan, which was used to create the old well JITP simulation. This project was funded in part by the National Science Foundation, NSF Grant Number MIP-9306208 and NSF Cooperative Agreement Number ASC 8920219, and by the Advanced Research Projects Agency, ARPA ISTO Order Number A410 and ARPA Contract DABT63-93-C-C048. | |
| dc.description.uri | https://dl.acm.org/doi/10.1145/199404.199407 | |
| dc.format.extent | 7 pages | |
| dc.genre | conference papers and proceedings | |
| dc.genre | preprints | |
| dc.identifier | doi:10.13016/m2jqh6-iro2 | |
| dc.identifier.citation | Olano, Marc, Jon Cohen, Mark Mine, and Gary Bishop. “Combatting Rendering Latency.” Proceedings of the 1995 Symposium on Interactive 3D Graphics, I3D ’95, April 15, 1995, 19-ff. https://doi.org/10.1145/199404.199407. | |
| dc.identifier.uri | https://doi.org/10.1145/199404.199407 | |
| dc.identifier.uri | http://hdl.handle.net/11603/41688 | |
| dc.language.iso | en | |
| dc.publisher | ACM | |
| dc.relation.isAvailableAt | The University of Maryland, Baltimore County (UMBC) | |
| dc.relation.ispartof | UMBC College of Engineering and Information Technology Dean's Office | |
| dc.relation.ispartof | UMBC Computer Science and Electrical Engineering Department | |
| dc.rights | This item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author. | |
| dc.subject | UMBC Ebiquity Research Group | |
| dc.title | Combatting rendering latency | |
| dc.type | Text | |
| dcterms.creator | https://orcid.org/0000-0003-4209-6103 |
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