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Computing / Constructive solid geometry / Stencil buffer / Solid modeling / Rendering / Shader / Spatial anti-aliasing / Z-buffering / Ray tracing / 3D computer graphics / Computer graphics / Imaging


Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes John Hable Jarek Rossignac
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Document Date: 2005-04-25 16:01:36


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File Size: 1,23 MB

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City

Rappoport / Blist / New York / /

Company

IBM / ABC / GPU / ACM Press / X5 / Nvidia Corporation / /

Facility

McGraw Hill College / John Hable Jarek Rossignac Georgia Institute of Technology / GVU Center / /

IndustryTerm

classified using graphics hardware / commodity graphics hardware / recursive algorithm / manufactured products / vertex processing / consumer level hardware / parallel processing techniques / z-buffer hardware / software comparison / graphics hardware / greedy algorithm / conversion algorithms / sum-of-products / depth peeling algorithm / /

Organization

Georgia Institute of Technology / Hill College / GVU Center / /

Person

Ying Chen / Spencer Reynolds / G OEL / V / Mark Kilgard / Andy Scukanec / John Hable Jarek Rossignac / Ray Tracing / John Woodwark / Morgan Kaufmann / /

Product

GeForce 6800 OC card / GeForce 6800 OC / /

ProvinceOrState

Quebec / New York / /

PublishedMedium

ACM Transactions on Graphics / Computer Graphics / Communications of the ACM / /

Region

Central Europe / South East Asia / Australasia / /

Technology

following recursive algorithm / Trickle algorithm / following algorithm / Pixel-Parallel Hidden Surface Algorithm / 3-D / conversion algorithms / following greedy algorithm / Blister algorithm / raster graphics / CSG-rendering algorithms / hardware-assisted algorithms / 3d graphics / Quickhull algorithm / depth peeling algorithm / CSG rendering algorithm / Null-Object Detection Algorithm / parallel processing / CAD / /

URL

http /

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