Extending Graphics Hardware For Occlusion Queries In OpenGL

dc.contributor.authorBartz, Dirken_US
dc.contributor.authorMeißner, Michaelen_US
dc.contributor.authorHüttner, Tobiasen_US
dc.contributor.editorS. N. Spenceren_US
dc.date.accessioned2014-02-06T15:01:28Z
dc.date.available2014-02-06T15:01:28Z
dc.date.issued1998en_US
dc.description.abstractFor interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlusion queries. Added after the depth test stage of the OpenGL rendering pipeline. our algorithm provides fast queries to establish the occlusion of polygonal objects. Furthermore, hardware aspects of this proposal are discussed and possible implementations on two different graphics architectures are presented.en_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn0-89791-097-Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH98/097-103en_US
dc.publisherThe Eurographics Associationen_US
dc.subject1.3. 1 [Hardware Architectures]en_US
dc.subjectGraphics processorsen_US
dc.subjectRaster Display Devicesen_US
dc.subject1.3.3 [Picture/lmage Generation]en_US
dc.subjectView Algorithmsen_US
dc.subject1.3.7 [Three Dimensional Graphics and Realism]en_US
dc.subjectHidden Line/Surface Removalen_US
dc.titleExtending Graphics Hardware For Occlusion Queries In OpenGLen_US
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