Eight Steps to Efficient VRML 2.0
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Repeated iterative performance measurement on target platform(s)
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aim for a careful balance of performance and content
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always remain at interactive speeds
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Low polygon count models and worlds
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Detailed texture, appearance, and lights application
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Careful scene graph structure
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For browser optimization and to get smaller subscenes
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Inexpensive animation
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Limited use of more expensive items (e.g., Geometry Morphing)
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Sound
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Ambient and Localized
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Cheap use and reuse of small clips animated sounds
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Good navigation aids to take burden off user
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Reaction and interaction between user and world
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More than makes up for low polygon count & realtime rendering!
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Repeated iterative performance measurement
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