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Document Date: 2004-11-19 14:02:08 Open Document File Size: 2,84 MB Share Result on Facebook
City Seattle / / Company Dell / GPU / ACM Press / Amax / NVIDIA corporation / GL NV / Intel / / Currency pence / USD / / / Facility Graphics Hardware Naga K. Govindaraju Ming C. Lin Dinesh Manocha University of North Carolina / Software library / University of North Carolina / Chapel Hill / / / IndustryTerm uniform supersampling algorithm / point hardware / geometric algorithms / object-space collision detection algorithms / solids using rasterizing graphics hardware / collision culling algorithm / conservative collision culling algorithms / software implementations / programmable graphics hardware / collision detection algorithms / pre-processing stage / sweep-and-prune algorithm / large environments using graphics hardware / Interference computation algorithms / conservative culling algorithm / rasterization hardware / culling algorithm / surface algorithms / image-based collision detection algorithm / real-time using graphics hardware / collision detection algorithm / object-space culling algorithms / graphics processors / graphics hardware / Prior algorithms / interand intra-object collision culling using graphics hardware / graphics systems / interference detection algorithm / using graphics hardware / / Movie D. 4 / / NaturalFeature Chapel Hill / / Organization National Science Foundation / Union of Object-oriented Bounding Boxes / University of North Carolina / U.S. Securities and Exchange Commission / / Person M. C. Lin / M. A. Otaduy / Robert McNamara / M. Ponamgi / D. Manocha / Ramesh Raskar / A. Zaferakis / S. Redon / J. Cohen / Alexander Gress / Kelly Ward / Y. J. Kim / Jacob Strom / Gabriel Zachmann / N. Govindaraju / Tomas Akenine-Moller / Joel McCormack / S. Gottschalk / Michael Cohen / K. Hoff / M. Lin N. Govindaraju / Ming C. Lin / / Position driver / General / / Product UOBBs / / ProvinceOrState Washington / North Carolina / / PublishedMedium Computer Graphics / / Technology AABB-based algorithm / prior CPU-based algorithms / CPU-based culling algorithm / 3-D / Graphics processors / Visible surface algorithms / virtual reality / optimized algorithm / Interference computation algorithms / mobile phones / sweep-and-prune algorithm / image-based collision detection algorithm / conservative culling algorithm / 2.8 GHz Xeon processor / ATI Radeon HyperZ technology / CPU-based algorithm / culling algorithms / object-space collision detection algorithms / uniform supersampling algorithm / collision culling algorithm / conservative collision culling algorithms / interference detection algorithm / using graphics processors / collision detection algorithm / PCI-X / prior object-space culling algorithms / 4.2 Algorithm / object-space algorithms / 3D Graphics / collision detection algorithms / fracturing / simulation / animation / culling algorithm / Theorem I. Our collision culling algorithm / existing CPU-based algorithms / linear time two-pass rendering algorithm / / URL http / SocialTag