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EUROGRAPHICS[removed]M.-P. Cani and M. Slater (Guest Editors) Volume[removed]), Number 3 Coherent Hierarchical Culling:
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Document Date: 2004-05-06 21:12:50


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City

Oxford / Malden / /

Company

Hewlett-Packard / ACM Press / Simple Occlusion Culling Using Hardware / Blackwell Publishing / Hewlett-Packard Company / Hardware Occlusion Queries Hardware / NVIDIA / ASTRA / John Wiley & Sons / /

Country

United States / United Kingdom / /

Currency

pence / /

Facility

CPU stalls / Vienna University of Technology / GPU pipeline / University of North Carolina / CPU stalls The / Power Plant / Institute of Computer Graphics / /

IndustryTerm

walkthrough applications / hierarchical algorithm / online computation / occlusion culling algorithms / online occlusion culling methods / Online occlusion culling / real-time rendering packages / particular hardware / prioritized-layered projection algorithm / graphic hardware / important online occlusion culling method / fx graphics accelerator hardware / vertex processing stages / From-point algorithms / occlusion culling algorithm / basic algorithm / from-region visibility algorithms / hierarchical visibility algorithms / consumer grade graphics hardware / Recent graphics hardware / particular culling algorithm / From-region algorithms / node processing order / graphics hardware / delayed processing / offline visibility algorithm / fx graphics hardware / particular graphics hardware / /

Organization

University of North Carolina / Institute of Computer Graphics and Algorithms / Department of Computer Science / Vienna University of Technology / Eurographics Association / /

Person

Coherent Hierarchical Culling V V / D ONALD / Stefan Jeschke / /

Position

Teller / /

ProvinceOrState

North Carolina / Massachusetts / /

PublishedMedium

ACM Transactions on Graphics / Computer Graphics / /

Technology

From-point algorithms / offline visibility algorithm / Virtual Reality / particular culling algorithm / hierarchical visibility algorithms / rendering algorithm / Approximate visibility The algorithm / prioritized-layered projection algorithm / occlusion culling algorithms / from-region visibility algorithms / occlusion culling algorithm / technology of ATI / CGI / hierarchical algorithm / S&W algorithm / 3D Graphics / From-region algorithms / caching / graphics accelerator / culling algorithm / Hyper-Z technology / basic algorithm / using the prioritized-layered projection algorithm / /

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