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 :
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