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dc.contributor.authorZaugg, Brianen_US
dc.contributor.authorEgbert, Parris K.en_US
dc.contributor.editorDavid S. Ebert and Jean M. Favre and Ronald Peikerten_US
dc.date.accessioned2014-01-30T06:45:55Z
dc.date.available2014-01-30T06:45:55Z
dc.date.issued2001en_US
dc.identifier.isbn3-211-83674-8en_US
dc.identifier.issn1727-5296en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VisSym/VisSym01/085-094en_US
dc.description.abstractWe present Voxel Column Culling, an occlusion culling algorithm for real-time rendering of large terrain models. This technique can greatly reduce the number of polygons that must be rendered every frame, allowing a larger piece of terrain to be rendered at an interactive frame-rate. This is accomplished by using a form of 3D cell-based occlusion culling. A visibility table for the terrain model is precomputed and stored on disk. This table is then used to quickly bypass portions of the model that are not visible due to self-occlusion of the terrain model. This technique improves performance of real-time terrain simulations by reducing the number of polygons to be rendered.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleVoxel Column Culling: Occlusion Culling for Large Terrain Modelsen_US
dc.description.seriesinformationEurographics / IEEE VGTC Symposium on Visualizationen_US


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