Hidden Surface

Publications

(478) .
Fast and Accurate Geometric Sound Propagation Using Visibility Computations  2010.
International Symposium on Room Acoustics (ISRA)

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(406) .
FastV: From-point Visibility Culling on Complex Models  2009.
Eurographics Symposium on Rendering (EGSR)

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(357) .
Logarithmic Perspective Shadow Maps  2008.
ACM Transactions on Graphics (Proc ACM SIGGRAPH)

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(399) .
Accelerating Line-of-sight Computations in Large OneSAF Terrains with Dynamic Events  2008.
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)

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(356) .
Practical Logarithmic Rasterization for Low Error Shadow Maps  2007.
Graphics Hardware

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(291) .
Efficient Collision Detection Among Deformable Objects Using Graphics Processors  2006.
Presence: Teleoperators and Virtual Environments

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(319) .
Warping and Partitioning for Low Error Shadow Maps  2006.
Eurographics Symposium on Rendering (EGSR)

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(2) .
Interactive Visibility Ordering and Transparency Computations Among Geometric Primitives in Complex Environments  2005.
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D)

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(293) .
Interactive Collision Detection Between Deformable Models Using Chromatic Decomposition  2005.
ACM SIGGRAPH

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(320) .
Subdivided Shadow Maps  2005.

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(18) .
Fast Computation of Database Operations Using Graphics Processors  2004.
ACM SIGMOD

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(219) .
CC Shadow Volumes  2004.
Eurographics Symposium on Rendering (EGSR)

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(299) .
Accelerating Line of Sight Computation Using Graphics Processing Units  2004.
Army Science Conference

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(4) .
Fast and Reliable Collision Culling using Graphics Processors  2004.
ACM Symposium on Virtual Reality Software and Technology (VRST)

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(126) .
CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware  2003.
ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware (EGGH)

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(15) .
Interactive Shadow Generation in Complex Environments  2003.
ACM SIGGRAPH

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(328) .
Interactive Visibility Culling for Complex Environments using Occlusion-Switches  2003.
ACM SIGGRAPH Symposium on Interactive 3D Graphics (I3D)

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(148) .
GigaWalk: Interactive Walkthrough of Complex Environments  2002.
Eurographics Workshop on Rendering (EGWR)

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(249) .
Parallel Occlusion Culling for Interactive Walkthroughs using Multiple GPUs .  2002.
IEEE Workshop on Commodity Based Visualization Clusters

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(259) .
Fast and Simple Occlusion Culling Using Hardware-Based Depth Queries  2002.

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(410) .
MMR: An Interactive Massive Model Rendering System Using Geometric and Image-Based Acceleration  1999.
ACM SIGGRAPH Symposium on Interactive 3D Graphics (I3D)

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(111) .
Accelerated Occlusion Culling Using Shadow Frusta  1997.
ACM Symposium on Computational Geometry (SCG)

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(187) .
Visibility Culling Using Hierarchical Occlusion Maps  1997.
ACM SIGGRAPH

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(150) .
Hierarchical Back-face Computation  1996.
Eurographics Workshop on Rendering (EGWR)

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