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Hidden surface determination / Potentially visible set / Z-buffering / Rendering / Binary space partitioning / Level of detail / Viewing frustum / Scene graph / Bounding volume / 3D computer graphics / Computer graphics / Imaging


Visibility Culling using Hierarchical Occlusion Maps Hansong Zhang Dinesh Manocha Tom Hudson
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Document Date: 2002-08-23 10:41:50


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File Size: 224,72 KB

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Daytona Beach / Reading / London / /

Company

General Electric / APOGEE / Electric Boat / Loral / Intel Corp. / General Electric Company / Singer Company / General Dynamics / /

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Facility

University of Utah / A. Van Dam / Computer Science University of North Carolina Chapel Hill / M. Bunker / Massachusetts Institute of Technology / /

IndustryTerm

visibility algorithms / visibility pre-processing / software scan-conversion / area-subdivision algorithms / cell/portal / object space solutions / subdivision algorithm / average operator / hierarchical tiling algorithm / coherent object space visibility algorithm / software hierarchy construction / occluder selection algorithm / objectspace algorithms / software buffer / low-end systems / visibility culling algorithm / considerable pre-processing / hemi-cube algorithm / real-time performance / large mechanical systems / occlusion preserving simplification algorithms / multiprocessor systems / similar algorithm / item buffer algorithm / static / pre-processing step / on-line algorithms / minimum/maximum operator / texture mapping hardware / output-sensitive algorithm / buffer algorithm / graphics hardware / greedy algorithm / visible surface algorithms / conservative solution / visibility culling algorithms / texture-mapping hardware / graphics technology / simplification algorithms / numerical algorithms / algorithms using texture mapping hardware / polygon simplification algorithms / overall algorithm / graphics systems / pre-processing / space algorithms / output-sensitive visibility algorithm / /

Organization

National Institute of Health / National Science Foundation / Center for Computer Graphics and Scientific Visualization / University of North Carolina / Computer Science University / Laboratory for Computer Science / Massachusetts Institute of Technology / U.S. Securities and Exchange Commission / Center for Research Resources / University of Utah / UNC Board of Governors Fellowship / Pattern Analysis and Machine Intelligence / /

Person

Sarah Hoff / Max Impact / Pixel / Ming Lin / Ned Greene / Greg Angelini / J. C. Chauvin / Fred Brooks / Addison Wesley / Jon Cohen / Anselmo Lastra / Infinite Reality / Ken Fast / Gary Bishop / Jim Boudreaux / Dinesh Manocha Tom Hudson Kenneth / /

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S. Teller / Teller / ONR Young Investigator / Painter / straight-forward / Bishop / /

ProgrammingLanguage

FL / L / /

ProvinceOrState

Utah / Florida / Massachusetts / /

PublishedMedium

IEEE Transactions on Pattern Analysis and Machine Intelligence / Computer Graphics / Communications of the ACM / /

Technology

HOM algorithm / polygon simplification algorithms / simplification algorithms / on-line algorithms / overall algorithm / graphics technology / visible surface algorithms / hierarchical tiling algorithm / temproally coherent object space visibility algorithm / rendering algorithm / hemi-cube algorithm / subdivision algorithm / item buffer algorithm / 5.5 Dynamic Environments The algorithm / rendering algorithms / visibility culling algorithms / two algorithms / objectspace algorithms / main algorithm / occlusion preserving simplification algorithms / resulting algorithm / visibility algorithm / occluder selection algorithm / buffer algorithm / greedy algorithm / similar algorithm / Z-buffer technology / visibility culling algorithm / visibility algorithms / 3D Graphics / simulation / culling algorithm / hierarchical Z-buffer algorithm / area-subdivision algorithms / CAD / /

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