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![]() Date: 2016-04-14 01:21:413D computer graphics Video game development Theory of relativity Computational physics Collision detection Spacetime Bounding volume Collision Time Universe | Add to Reading List |
![]() | Computing Bounding Volume Hierarchies Using Model Simplification Tiow-Seng Tan+, Ket-Fah Chong+ Kok-Lim LowfDocID: 1tGUK - View Document |
![]() | INTERACTIVE GPU-BASED COLLISION DETECTION Joachim Georgii Jens Krüger Rüdiger WestermannDocID: 1r0Cl - View Document |
![]() | Computational Design of ReconfigurablesDocID: 1owgS - View Document |
![]() | Project 5 Intersect 2.3 Like OpenGL, you will be using a limited illumination model. We only expect you to handle the ambient and diffuse lighting terms of the simple illumination modelDocID: 1otnd - View Document |
![]() | Memory-optimized bounding-volume hierarchies Pierre Terdiman MarchAbstractDocID: 1niCa - View Document |