Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Partitioning tree image representation and generation from 3D geometric models
Proceedings of the conference on Graphics interface '92
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Multidimensional binary search trees used for associative searching
Communications of the ACM
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Viewspace partitioning of densely occluded scenes
Proceedings of the fourteenth annual symposium on Computational geometry
Preprocessing occlusion for real-time selective refinement
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Finite-resolution hidden surface removal
SODA '00 Proceedings of the eleventh annual ACM-SIAM symposium on Discrete algorithms
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Conservative visibility preprocessing for walkthroughs of complex urban scenes
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
ACM Transactions on Graphics (TOG)
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient construction of visibility maps using approximate occlusion sweep
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Rendering of large and complex urban environments for real time heritage reconstructions
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
The global occlusion map: a new occlusion culling approach
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Efficient clustering and visibility calculation for global illumination
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Dynamic Scene Occlusion Culling
IEEE Transactions on Visualization and Computer Graphics
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Optimizations in the Grid Visualization Kernel
IPDPS '02 Proceedings of the 16th International Parallel and Distributed Processing Symposium
Erosion based visibility preprocessing
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Conservative Visibility Preprocessing for Complex Virtual Environments
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Feature-Based Visibility-Driven CLOD for Terrain
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Modeling and visualization of complex geometric environments
Geometric modeling
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
Construction of complex environments from a set of depth images
Integrated image and graphics technologies
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Visibility and its dynamics in a PDE based implicit framework
Journal of Computational Physics
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
TOADS: A Two-Dimensional Open-Ended Architectural Database System
Presence: Teleoperators and Virtual Environments
Occlusion Culling in Large Virtual Environments
Presence: Teleoperators and Virtual Environments
Fast and efficient rendering system for real-time terrain visualisation
International Journal of Computational Science and Engineering
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH 2009 Courses
Distributed visibility culling technique for complex scene rendering
Journal of Visual Languages and Computing
Six degrees of freedom incremental occlusion horizon culling method for urban environments
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Virtual reality systems and applications: the ancient olympic games
PCI'05 Proceedings of the 10th Panhellenic conference on Advances in Informatics
ESA'05 Proceedings of the 13th annual European conference on Algorithms
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
FastV: from-point visibility culling on complex models
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Out of core photon-mapping for large buildings
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Hardware-accelerated from-region visibility using a dual ray space
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Effective compression techniques for precomputed visibility
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
The ancient olympic games: being part of the experience
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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