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dc.contributor.authorGrasset, Jérôme
dc.contributor.authorPléménos, Dimitri
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-05-21T12:34:56Z-
dc.date.available2014-05-21T12:34:56Z-
dc.date.issued2005
dc.identifier.citationWSCG '2005: Short Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS, p. 69-72.en
dc.identifier.isbn80-903100-9-5
dc.identifier.urihttp://wscg.zcu.cz/WSCG2005/Papers_2005/Short/!WSCG2005_Short_Proceedings_Final.pdf
dc.identifier.urihttp://hdl.handle.net/11025/11212
dc.description.abstractWe present a method to perform occlusion culling on moving objects in a 3D scene. This method computes potentially visible sets of polygons (PVS) from cells that are based on the bounding box of the object and have the particularity to be overlapping. The visibility is precomputed from several renderings of the object. The implementation is easy, with a data structure that does not require additional memory compared to the original data used to describe the object. It provides interesting acceleration and smooth animation even when the list of polygons sent to the display device has to be updated. Since it is an aggressive method, we discuss the errors that may occur and the ways to fix them.en
dc.format4 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.relation.ispartofseriesWSCG '2005: Short Papersen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectredukce viditelnostics
dc.subjectredukce okluzecs
dc.subjectsimplifikacecs
dc.subject3D scénycs
dc.titleVisibility-Based Simplification of Objects in 3D Scenesen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedvisibilty cullingen
dc.subject.translatedocclusion cullingen
dc.subject.translatedsimplificationen
dc.subject.translated3D scenesen
dc.type.statusPeer-revieweden
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