| Kenneth E. Ho# III, Andrew Zaferakis, Ming Lin, and Dinesh Manocha. Fast and Simple 2D Geometric Proximity Queries Using Graphics Hardware. In Proceedings of ACM Symposium on Interactive 3D Graphics. ACM Press, March 2001. |
....along other rays, to support transparencies, etc. We are also thinking about formulating the reconstruction more in 3D, perhaps leveraging work in 3D convolution using graphics hardware [10] Like other recent work that makes use of increasingly powerful graphics hardware for unusual purposes [17, 11] we hope that our method inspires further thinking and additional new methods. 6 Acknowledgement This material is based upon work supported by the National Science Foundation under Grant No. 0121657, Electronic Books for the Tele Immersion Age . We made use of equipment provided by DOE under ....
Kenneth E. Hoff III, Andrew Zaferakis, Ming Lin, and Dinesh Manocha. Fast and Simple 2D Geometric Proximity Queries Using Graphics Hardware. In Proceedings of ACM Symposium on Interactive 3D Graphics, March 2001.
.... stencil bu er are used in the RECODE algorithm [BWS99] to accelerate 3D object collision detection, and depth calculation and comparison are used for computing generalized Voronoi Diagrams [HCK 99] In 2001, Ho et al. discussed several ways to implement intersection tests for 2D geometries [HZLM01] which partially inspired our work. 3 General Implementation Strategy and Related Issues In computer games or simulations, we frequently see dynamic scenes where an object moves in front of a background, and part of the background is blocked by the object. As the object moves, the blocked ....
....assumptions: Assumption A. The graphics hardware is OpenGL 1.2 compliant. Assumption B. Coordinate translation is completely accurate, and hence errors only occur due to rasterization. 4. 1 Polygon Rendering with Blending (BL) The blending based algorithm is rst discussed by Ho et al. HZLM01] as one of four ways to detect intersection between 2D geometries using graphics hardware. In the previous section, we have used this algorithm to illustrate some eciency issues for hardware based intersection tests in general, and here we give the formal description of the algorithm as follows: ....
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Kenneth E. Ho III, Andrew Zaferakis, Ming Lin, and Dinesh Manocha. Fast and simple 2d geometric proximity queries using graphics hardware. In Proceedings of 2001 Symposium on Interactive 3D Graphics, pages 145-148, 2001.
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K. Ho#, A. Zaferakis, M. Lin, and D. Manocha. Fast and simple 2d geometric proximity queries using graphics hardware. Proc. of ACM Symposium on Interactive 3D Graphics, 2001.
No context found.
Kenneth E. Ho# III, Andrew Zaferakis, Ming Lin, and Dinesh Manocha. Fast and Simple 2D Geometric Proximity Queries Using Graphics Hardware. In Proceedings of ACM Symposium on Interactive 3D Graphics. ACM Press, March 2001.
No context found.
K. E. Ho# III, A. Zaferakis, M. Lin, and D. Manocha. Fast and simple 2d geometric proximity queries using graphics hardware. In Proceedings of the Symposium on Interactive 3D Graphics, pages 145--148. ACM Press, 2001.
No context found.
III K. E. H., ZAFERAKIS A., LIN M. C., MANOCHA D.: Fast and simple 2d geometric proximity queries using graphics hardware. In Symposium on Interactive 3D Graphics (2001), pp. 145--148. 129, 131
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K. Ho#, A. Zaferakis, M. Lin, D. Manocha. Fast and simple 2D geometric proximity queries using graphics hardware. Proc.ofSymposiumon Interactive 3D Graphics '01, pp. 145--148, 2001.
No context found.
K. Ho#, A. Zaferakis, M. Lin, D. Manocha. Fast and simple 2D geometric proximity queries using graphics hardware. Proc.ofSymposiumon Interactive 3D Graphics '01, pp. 145--148, 2001.
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