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Polygon mesh / Hidden surface determination / Polygon / Shading / Z-buffering / Texture mapping / Vertex / PowerVR / Clipping / 3D computer graphics / Computer graphics / Imaging


Depth-Cull Optimization of 2D Scenes for 3D Graphics Hardware Andrew Church http://achurch.org/ Abstract Many recent consumer computing devices include graphics hardware which emphasizes strong performance in three-dimen
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Document Date: 2014-01-25 17:58:44


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Vertex / Sony / iPad / /

IndustryTerm

consumer computing devices / recent consumer computing devices / final product / transparent corner removal algorithm / commodity 3D graphics hardware / insertion algorithm / geometry-based 3D hardware / graphics hardware / 3D graphics hardware / even modest hardware / search complexity / opaque polygon generation algorithm / consumer devices / opaque segment generation algorithm / larger search space / 3D hardware / corner-cutting algorithm / overall algorithm / system software / low-power consumer devices / triangulation algorithm / basic algorithm / display devices / element sorting algorithm / /

Organization

3D Graphics Hardware Andrew Church / /

Person

Andrew Church / /

Position

author / hb / representative / /

Product

iPad / /

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Alberta / Quebec / Pennsylvania / British Columbia / /

Technology

alpha / opaque segment generation algorithm / transparent corner removal algorithm / element sorting algorithm / overall algorithm / smartphones / vertex insertion algorithm / 3D Graphics / Depth value assignment The algorithm / corner-cutting algorithm / Opaque segment generation The algorithm / 3g / opaque polygon generation algorithm / basic algorithm / triangulation algorithm / /

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