Computational geometry: an introduction
Computational geometry: an introduction
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Real-Time Rendering
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Exploiting Temporal and Spatial Coherence in Hierarchical Visibility Algorithms
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
OpenGL(R) 1.4 Reference Manual (4th Edition)
OpenGL(R) 1.4 Reference Manual (4th Edition)
Fast and reliable collision culling using graphics hardware
Proceedings of the ACM symposium on Virtual reality software and technology
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
ACM SIGGRAPH 2006 Papers
Fast, minimum storage ray/triangle intersection
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Simple and fast terrain rendering using graphics hardware
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported occlusion queries, only a small number of objects (or sub-objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real-time rendering systems.