{"title":"An adaptive occlusion culling algorithm for use in large VEs","authors":"K. Bormann","doi":"10.1109/VR.2000.840518","DOIUrl":null,"url":null,"abstract":"Frustum slicing and hierarchical occlusion maps are combined to give a simpler occlusion culling algorithm that more adequately caters to large, open virtual environments.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2000.840518","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
Frustum slicing and hierarchical occlusion maps are combined to give a simpler occlusion culling algorithm that more adequately caters to large, open virtual environments.