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dc.contributor.authorKovalčík, Vít
dc.contributor.authorSochor, Jiří
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-05-22T07:00:06Z-
dc.date.available2014-05-22T07:00:06Z-
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. 109-112.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/11025/11222
dc.description.abstractThis paper presents an effective algorithm for occlusion culling using hardware occlusion queries. The number of queries is optimized according to the results of the queries from several preceding frames. Parts of the scene which are found to be unoccluded in recent frames, are tested less often thus reducing the number of queries performed per frame. The algorithm is applicable to any kind of scene, including scenes with moving objects. The algorithm utilizes a tree structure containing objects in the scene.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.subjectviditelnostcs
dc.subjectreal-time vykreslovánícs
dc.subjectredukce okluzecs
dc.titleOcclusion Culling with Statistically Optimized Occlusion Queriesen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedvisibilityen
dc.subject.translatedreal-time renderingen
dc.subject.translatedocclusion cullingen
dc.type.statusPeer-revieweden
Appears in Collections:WSCG '2005: Short Papers

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