Back to Results
First PageMeta Content
Software / Video game development / Virtual reality / Collision detection / Potentially visible set / Z-buffering / Ming C. Lin / Rasterisation / Pruning / 3D computer graphics / Computer graphics / Computing


Graphics HardwareM. Doggett, W. Heidrich, W. Mark, A. Schilling (Editors) CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware Naga K. Govindaraju, Stephan
Add to Reading List

Document Date: 2004-01-22 22:34:09


Open Document

File Size: 2,22 MB

Share Result on Facebook

Company

Dell / GPU / Intel Corporation / HP / NVIDIA / Stanford Computer Graphics Laboratory / /

Facility

University of North Carolina / Avoid Stalls / /

/

IndustryTerm

walkthrough applications / large environment using graphics hardware / solids using rasterizing graphics hardware / earlier algorithms / earlier systems / linear time twopass rendering algorithm / collision detection algorithms / penetration depth computation using rasterization hardware / linear-time algorithm / computation algorithm / sweep-and-prune algorithm / rasterization hardware / commodity graphics hardware / image-based collision detection algorithm / interference detection algorithms / real-time simulation / incremental algorithm / hierarchical algorithms / overall collision detection algorithm / possible solution / collision detection algorithm / graphics processors / graphics hardware / public-domain systems / sub-object level algorithms / 3D graphics systems / object level pruning algorithm / visibility pruning algorithm / diverse applications / improved geometric query algorithms / overall algorithm / co-processor / generalpurpose algorithms / using graphics hardware / /

Organization

National Science Foundation / University of North Carolina / Dinesh Manocha Department of Computer Science / Department of Computer Science / Stanford / Eurographics Association / /

Person

Ming C. Lin / David Kirk / Avneesh Sud / Stephen Ehmann / Steven Molnar / Stephane Redon / Dinesh Manocha / Turk / Paul Keller / /

Product

AABBs / /

ProvinceOrState

North Carolina / Ontario / /

PublishedMedium

Computer Graphics / /

Technology

PCS-based algorithm / Our algorithm / earlier algorithms / overall algorithm / graphics processors / Virtual Reality / improved geometric query algorithms / linear time twopass rendering algorithm / sub-object level algorithms / two-pass rendering algorithm / object level pruning algorithm / sweep-and-prune algorithm / image-based collision detection algorithm / pruning algorithms / two-stage algorithm / interference detection algorithms / Pruning Algorithm / collision detection algorithm / visibility pruning algorithm / 3D graphics / generalpurpose algorithms / overall collision detection algorithm / simulation / animation / linear-time algorithm / Earlier collision detection algorithms / incremental algorithm / linear time two-pass rendering algorithm / PCS computation algorithm / /

URL

http /

SocialTag