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Computing / Potentially visible set / Hidden surface determination / Rasterisation / Z-buffering / Shadow volume / Viewing frustum / Level of detail / Rendering / 3D computer graphics / Computer graphics / Imaging


EUROGRAPHICS’99 / P. Brunet and R. Scopigno (Guest Editors) Volume[removed]), number 3 Occluder Shadows for Fast Walkthroughs of Urban Environments
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Document Date: 1999-04-16 03:50:15


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File Size: 4,36 MB

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City

Klosterneuburg / Vienna / Malden / /

Company

ACM Press / The times / /

Country

Austria / United States / United Kingdom / /

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Facility

Carnegie Mellon University / Vienna University of Technology / For building / Institute of Computer Graphics / /

IndustryTerm

walkthrough applications / mip mapping hardware / visibility algorithms / interactive walkthrough applications / 2D bitmap using graphics hardware / road network / cull map using graphics hardware / good occlusion algorithm / z-buffer hardware / hybrid image-based and geometrical culling algorithm / visibility culling algorithm / geometrical algorithms / occlusion algorithm / occlusion culling algorithm / correct solution / described sampling correction algorithm / purpose hardware / Similar algorithms / hidden surface removal algorithm / graphics hardware / visible surface algorithms / real-time algorithm / conservative solution / polygons using graphics hardware / acceleration algorithm / real walkthrough systems / ray casting/image cache algorithm / polygonal rendering hardware / /

Organization

Austrian Science Fund / Institute of Computer Graphics / Carnegie Mellon University / Vienna University of Technology / Eurographics Association / /

Person

Stephane Donikian / Erich Wonka / Michael Wimmer / M. Segal / Kurt Akeley / Michael Kofler / Dieter Schmalstieg / J. Bittner / V / Peter Wonka / /

Position

S. Teller / car driver / S. Teller / C. Sequin / vehicle driver / /

ProvinceOrState

Massachusetts / /

PublishedMedium

Computer Graphics / Communications of the ACM / /

Technology

hybrid image-based and geometrical culling algorithm / alpha / acceleration algorithm / occlusion algorithm / 8 O2 Frustum culling Occlusion culling Algorithm / visible surface algorithms / Virtual Reality / ray casting/image cache algorithm / proposed algorithms / The algorithm / Polygonal Surface Simplification Algorithms / occlusion culling algorithm / real-time algorithm / 3.2 Algorithm / visibility culling algorithm / visibility algorithms / 3D Graphics / expensive algorithm / Caching / Indigo2 Frustum culling Occlusion culling Algorithm / simulation / culling algorithm / good occlusion algorithm / geometrical algorithms / hidden surface removal algorithm / recent LOD algorithms / described sampling correction algorithm / /

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