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Computing / Shading / OpenGL / Video game development / Shader / Rasterisation / Voxel / Z-buffering / GPGPU / Computer graphics / 3D computer graphics / Imaging


Pacific Graphics[removed]Short Papers Two Simple Single-pass GPU methods for Multi-channel Surface Voxelization of Dynamic Scenes
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Document Date: 2013-09-14 08:30:01


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City

Washington / DC / New York / Voxel / /

Company

Crane / nVIDIA / GPU / Intel / /

Country

Switzerland / United States / /

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Event

Reorganization / /

Facility

Athens University of Economics / Research Center / University of Cyprus / Atrium Sponza II Palace / /

IndustryTerm

voxelization algorithms / pre-processing step / real-time deferred renderer / triangle processing / real-time rendering / voxel-based parallel collision detection algorithm / voxelization algorithm / graphics hardware / depth-buffer-based voxelization algorithm / real-time applications / real time / surface voxelization algorithms / geometry processing algorithms / /

NaturalFeature

Forest et al. / /

Organization

Department of Computer Science / Research Center of the Dept. of Informatics / University of Economics / pp. / University of Cyprus / IEEE Computer Society / Stanford / Eurographics Association / /

Person

Dubrovnik / Marko Dabrovic / Frank Meinl / /

Position

driver / model / General / /

ProgrammingLanguage

DC / /

PublishedMedium

Computer Graphics / /

Technology

voxelization algorithm / alpha / RAM / surface voxelization algorithms / voxel-based parallel collision detection algorithm / geometry processing algorithms / 3D Graphics / data caching / caching / voxelization algorithms / depth-buffer-based voxelization algorithm / second algorithm / simulation / v1 Algorithm / /

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