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
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Portals and mirrors: simple, fast evaluation of potentially visible sets
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Realizing OpenGL: two implementations of one architecture
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Virtual voyage: interactive navigation in the human colon
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Hierarchical rendering of complex environments
Hierarchical rendering of complex environments
Rendering on a budget: a framework for time-critical rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
TOIGP: a new hierarchical depth occlusion
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
An Effective Visibility Culling Method Based on Cache Block
IEEE Transactions on Computers
A global hierarchical Z space algorithm for cluster parallel graphics architectures
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Perception-based filtering for MMOGs
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time occlusion culling with a lazy occlusion grid
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
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