6 citations found. Retrieving documents...
D. P. Dobkin and S. Teller. Computer graphics. In Jacob E. Goodman and Joseph O'Rourke, editors, Handbook of Discrete and Computational Geometry, chapter 42, pages 779--796. CRC Press LLC, Boca Raton, FL, 1997.

 Home/Search   Document Details and Download   Summary   Related Articles   Check  

This paper is cited in the following contexts:
A Survey of Visibility for Walkthrough Applications - Cohen-Or, Chrysanthou, Silva (2000)   (5 citations)  (Correct)

....very broad and has many meanings and applications in various fields of computer science. Here, we focus on visibility algorithms in support of virtual reality applications. For a more general survey see [23] also appears in [14] For those interested in the computational geometry literature, see [21, 20, 22]. Zhang s thesis [80] contains a short survey of computer graphics visibility work. Moller and Haines [50, Chapter 7] cover several aspects of visibility culling. School of Computer Science, Tel Aviv University, Tel Aviv 69978, Israel, daniel math.tau.ac.il Department of Computer Science, ....

....For very complex models we can usually do better with a smart rendering algorithm than with faster machines. One of the most interesting visibility problems in this context is the one of selecting a set of polygons from the model that is visible from a given viewpoint. More formally (after [21]) let the scene, be composed of modeling primitives (e.g. triangles) 0 1 . n , and a viewing frustum defining an eye position, a view direction, and a field of view. The visibility problem encompasses finding the visible fragments within the scene, that is, connected ....

D. P. Dobkin and S. Teller. Computer graphics. In Jacob E. Goodman and Joseph O'Rourke, editors, Handbook of Discrete and Computational Geometry, chapter 42, pages 779--796. CRC Press LLC, Boca Raton, FL, 1997.


Rendering on a Budget: A Framework for Time-Critical Rendering - Klosowski, Silva (1999)   (10 citations)  (Correct)

....4, we give some details on our prototype implementation. In Section 5, we provide experimental evidence of the effectiveness of our algorithm. In Section 6, we conclude the paper with some final remarks and future work. 2 Preliminaries and Related Work The visibility problem is defined in [9] as follows. Let the scene, S , be composed of modeling primitives (e.g. triangles or spheres) S = fP 0 ; P 1 ; P n g, and a viewing frustum defining an eye position, a view direction, and a field of view. The visibility problem encompasses finding the points or fragments within the scene ....

..... Algorithms that do not exploit occluder fusion are likely to rely on the presence of large occluders in the scene. A great amount of work has been done in visibility culling in both computer graphics and computational geometry. For those interested in the computational geometry literature, see [8, 9, 10]. For a survey of computer graphics work, see [20] We very briefly survey some of the recent work more directly related to our technique. Hierarchical occlusion maps [21] solve the visibility problem by using two hierarchies, an object space bounding volume hierarchy and another hierarchy of ....

D. P. Dobkin and S. Teller. Computer graphics. In Jacob E. Goodman and Joseph O'Rourke, editors, Handbook of Discrete and Computational Geometry, chapter 42, pages 779--796. CRC Press LLC, Boca Raton, FL, 1997.


The Prioritized-Layered Projection Algorithm for Visible Set .. - Klosowski, Silva (2000)   (5 citations)  (Correct)

....Section 5, we provide experimental evidence of the effectiveness of our algorithm. In Section 6, we describe a few extensions and other avenues for future work. In Section 7, we conclude the paper with some final remarks. 3 2 Preliminaries and Related Work The visibility problem is defined in [9] as follows. Let the scene, S , be composed of modeling primitives (e.g. triangles or spheres) S # #P 0 # P 1 # . P n #, and a viewing frustum defining an eye position, a view direction, and a field of view. The visibility problem encompasses finding the points or fragments within the scene ....

..... Algorithms that do not exploit occluder fusion are likely to rely on the presence of large occluders in the scene. A great amount of work has been done in visibility culling in both computer graphics and computational geometry. For those interested in the computational geometry literature, see [8, 9, 10]. For a survey of computer graphics work, see [28] We very briefly survey some of the recent work more directly related to our technique. Hierarchical occlusion maps [29] solve the visibility problem by using two hierarchies, an object space bounding volume hierarchy and another hierarchy of ....

D. P. Dobkin and S. Teller. Computer graphics. In Jacob E. Goodman and Joseph O'Rourke, editors, Handbook of Discrete and Computational Geometry, chapter 42, pages 779--796. CRC Press LLC, Boca Raton, FL, 1997.


Topological Beam Tracing - Fortune (1999)   (6 citations)  (Correct)

....topological beam tracing. The algorithm is described in more detail in section 2 below. Recursive beam tracing. Algorithms for visibility and hidden surface removal have been the subject of research in graphics and computational geometry for at least two decades. Various surveys are available [6, 10, 12, 16]. The algorithm that is closest in flavor to topological beam tracing is a recursive beam tracing algorithm studied by Teller [15] and Funkhouser et al. [10] Their algorithm uses a procedure similar to sweeping at each cell. However, when a beam enters a cell through its front, the beam is ....

D. Dobkin, S. Teller, Computer graphics, in Handbook of Discrete and Computational Geometry, 779--795, J. E. Goodman, J. O'Rourke, eds., CRC, 1997.


Accessibility Analysis Using Computer Graphics Hardware - Steven Spitz Aristides   (Correct)

....where many accessibility cones must be computed for complex objects. Accessibility analysis is related to work in other fields. The visibility problem is a generalization of the global accessibility problem, because directions of accessibility correspond to points of visibility at infinity [16, 17, 4]. Sensor placement in visual inspection systems is related to the problem of straight probe accessibility [14, 27, 28] Other fields which require accessibility analysis for high level task planning include assembly planning [30, 31] and numerically controlled machining [3, 6, 8, 29, 32] We are ....

D. Dobkin and S. Teller. Computer graphics. In Jacob E. Goodman and Joseph O'Rourke, editors, Handbook of Discrete and Computational Geometry, chapter 42, pages 779--796. CRC Press LLC, Boca Raton, FL, 1997.


A Survey of Visibility for Walkthrough Applications - Cohen-Or, Chrysanthou.. (2000)   (5 citations)  (Correct)

No context found.

D. P. Dobkin and S. Teller. Computer graphics. In Jacob E. Goodman and Joseph O'Rourke, editors, Handbook of Discrete and Computational Geometry, chapter 42, pages 779--796. CRC Press LLC, Boca Raton, FL, 1997.

Online articles have much greater impact   More about CiteSeer.IST   Add search form to your site   Submit documents   Feedback  

CiteSeer.IST - Copyright Penn State and NEC