Abstract. The complexity of virtual environments has grown spectacularly over the recent years, mainly thanks to the use of the currently cheap high performance graphics cards. As ...
This paper describes a new algorithm for view volume culling. During an interactive walkthrough of a 3D scene, at any moment a large proportion of objects will be outside of the v...
The irradiance at a point on a surface due to a polyhedral source of uniform brightness is given by a well-known analytic formula. In this paper we derive the corresponding analyt...
This paper presents an algorithm for shadow calculation in dynamic polyhedral scenes illuminated by point light sources. It is based on a modi cation of Shadow Volume Binary Space...
Large terrain databases require a great number of polygons and textures. In consequence, transmission of terrain data over slow networks is still worrying. Multiresolution models ...