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
Global visibility algorithms for illumination computations
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
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Cylindrical static and kinetic binary space partitions
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Practical techniques for constructing binary space partitions for orthogonal rectangles
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
A parallel hierarchical radiosity algorithm for complex scenes
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
Controlled simplification of genus for polygonal models
VIS '97 Proceedings of the 8th conference on Visualization '97
Interactive visualization of aircraft and power generation engines
VIS '97 Proceedings of the 8th conference on Visualization '97
Faster 3D game graphics by not drawing what is not seen
Crossroads - Special issue on computer graphics
Efficient warping for architectural walkthroughs using layered depth images
Proceedings of the conference on Visualization '98
Kinetic binary space partitions for intersecting segments and disjoint triangles
Proceedings of the ninth annual ACM-SIAM symposium on Discrete algorithms
ACM Transactions on Graphics (TOG)
Occlusion Culling Algorithms: A Comprehensive Survey
Journal of Intelligent and Robotic Systems
Efficient clustering and visibility calculation for global illumination
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Images for Accelerating Architectural Walkthroughs
IEEE Computer Graphics and Applications
Perceptually-driven decision theory for interactive realistic rendering
ACM Transactions on Graphics (TOG)
Constructing Binary Space Partitions for Orthogonal Rectabgles in Practice
ESA '98 Proceedings of the 6th Annual European Symposium on Algorithms
Exploiting Partial Visibility in the Real-Time Display of Virtual Natural Environments
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Citywalk: A Second Generation Walkthrough System
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
Visibility culling for interactive dynamic scenes
Integrated image and graphics technologies
Portholes and planes: faster dynamic evaluation of potentially visible sets
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the eleventh international conference on 3D web technology
A platform for mobile 3D map navigation development
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Mobile, hardware-accelerated urban 3D maps in 3G networks
Proceedings of the twelfth international conference on 3D web technology
Interactive walkthrough of large 3D models of buildings on mobile devices
Proceedings of the twelfth international conference on 3D web technology
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
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
Frontier sets in large terrains
Proceedings of Graphics Interface 2010
Predictive occlusion culling for interactive rendering of large complex virtual scene
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Culling an object hierarchy to a frustum hierarchy
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
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