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Computing / Potentially visible set / Rasterisation / Level of detail / Shading / Cluster analysis / Scene graph / Z-buffering / Viewing frustum / 3D computer graphics / Imaging / Statistics


Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments Sung-Eui Yoon Brian Salomon Dinesh Manocha University of North Carolina at Chapel Hill
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Document Date: 2003-04-11 17:33:02


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File Size: 1,94 MB

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City

Monterey / Darmstadt / Voronoi / /

Company

Hewlett-Packard / The GL NV / Baxter / NVIDIA / Vertex / /

Country

Germany / /

Facility

We store / Complex Environments Sung-Eui Yoon Brian Salomon Dinesh Manocha University of North Carolina / University of North Carolina / Chapel Hill / Power Plant / Coal-Fired Power Plant / /

IndustryTerm

Model simplification algorithms / walkthrough applications / occlusion culling algorithms / earlier algorithms / prioritized-layered projection algorithm / earlier systems / automatic cluster generation algorithm / fx graphics accelerator hardware / integrated algorithm / cluster generation algorithm / visibility computation algorithms / cluster-based occlusion culling algorithm / runtime algorithm / occlusion culling algorithm / occlusionswitch algorithms / view-dependent rendering algorithms / conservative culling algorithm / static and dynamic algorithms / Conservative occlusion culling algorithms / cluster hierarchy generation algorithm / acceleration algorithms / graphics processors / commodity hardware / graphics processor / hierarchical face clustering algorithms / view-dependent rendering algorithm / overall algorithm / graphics systems / space algorithms / /

NaturalFeature

Chapel Hill / /

OperatingSystem

Linux / /

Organization

CS Division / University of North Carolina / UC Berkeley / Department of Computer Science / Stanford / /

Person

Addison Wesley / /

Position

S. Teller / General / bunny model at runtime / S. J. Teller / memory manager / /

ProgrammingLanguage

C / /

ProvinceOrState

North Carolina / California / /

PublishedMedium

Computer Graphics / The Hewlett-Packard Journal / /

Technology

automatic cluster generation algorithm / RAM / 6.2 Environments Our algorithm / one graphics processor / earlier algorithms / cluster generation algorithm / overall algorithm / graphics processors / Linux / occlusionswitch algorithms / 5.3 Rendering Algorithm / rendering algorithm / rendering acceleration algorithms / clustering algorithm / prioritized-layered projection algorithm / occlusion culling algorithms / occlusion culling algorithm / PLP algorithm / conservative culling algorithm / Conservative occlusion culling algorithms / 3.2 Runtime Algorithm / visibility computation algorithms / VDR algorithm / runtime algorithm / 6.6 Limitations Our occlusion culling algorithm / integrated algorithm / view-dependent rendering algorithm / GAPS algorithm / hierarchical face clustering algorithms / CAD/CAM / VDR algorithms / 3D Graphics / cluster-based occlusion culling algorithm / Model simplification algorithms / graphics accelerator / view-dependent rendering algorithms / static and dynamic algorithms / culling algorithm / cluster hierarchy generation algorithm / Memory Requirements Our cluster hierarchy generation algorithm / using the prioritized-layered projection algorithm / /

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http /

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