This work 
							studies pre-fetching mechanisms that support 
							walkthroughs of virtual environments with overall 
							data sizes exceeding current core memory capacities 
							of PCs. Specifically, it formulates the pre-fetch 
							problem using motion characteristics of the viewer, 
							the data density of the virtual environment, and the 
							data transfer capability of the disk. It further 
							analyzes two fundamental classes of pre-fetching 
							schemes, which are classified by their uses of 
							certain pre-assigned spatial or temporal thresholds. 
							The analysis is supported and verified by 
							experiments on terrain walkthroughs performed on 
							different configurations of PCs. An interesting 
							finding is the understanding of how the terrain data 
							density supportable is a function of the duration of 
							time allocated to disk-level pre-fetching. On the 
							whole, this paper provides a methodology for 
							analyzing pre-fetch performance as well as presents 
							various insights instrumental in the design and 
							optimization of out-of-core walkthrough systems.
							
							
							
							CR Categories: 
							I.3.5 [Computer 
                            Graphics]: Methodologies and Techniques; I.3.6 
                            [Computer Graphics]: Three-Dimensional Graphics and 
                            Realism--Virtual reality
							
                            Keywords: virtual environment, 
                            terrain, walkthrough, out-of-core algorithm
							In the 
                            Proceedings of Computer Graphics International, 
							Stony Brook, New York, 
							USA, June 22-24, pp. 100-107, 2005.
                            
							
								(pdf)
							© 28 March 
							2004, Computer Graphics Research Laboratory,
							School of 
							Computing, 
							National University of Singapore.