DocumentCode
1974829
Title
An adaptive occlusion culling algorithm for use in large VEs
Author
Bormann, Karsten
Author_Institution
Commun. Res. Group, Nottingham Univ., UK
fYear
2000
fDate
2000
Firstpage
290
Abstract
Frustum slicing and hierarchical occlusion maps are combined to give a simpler occlusion culling algorithm that more adequately caters to large, open virtual environments
Keywords
computational geometry; hidden feature removal; rendering (computer graphics); virtual reality; adaptive occlusion culling algorithm; frustum slicing; hierarchical occlusion maps; large VEs; rendering; virtual environments; Costs; Fractals; Layout; Pipelines; Runtime; Testing;
fLanguage
English
Publisher
ieee
Conference_Titel
Virtual Reality, 2000. Proceedings. IEEE
Conference_Location
New Brunswick, NJ
ISSN
1087-8270
Print_ISBN
0-7695-0478-7
Type
conf
DOI
10.1109/VR.2000.840518
Filename
840518
Link To Document