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1. Identity statement
Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Holder Codeibi 8JMKD3MGPEW34M/46T9EHH
Identifier6qtX3pFwXQZG2LgkFdY/QVymq
Repositorysid.inpe.br/sibgrapi@80/2007/07.31.21.32
Last Update2007:07.31.21.32.01 (UTC) administrator
Metadata Repositorysid.inpe.br/sibgrapi@80/2007/07.31.21.32.02
Metadata Last Update2022:06.14.00.13.35 (UTC) administrator
DOI10.1109/SIBGRAPI.2007.37
Citation KeyToledoWangLevy:2007:GeTe
TitleGeometry Textures
FormatPrinted, On-line.
Year2007
Access Date2024, Oct. 15
Number of Files1
Size5724 KiB
2. Context
Author1 Toledo, Rodrigo de
2 Wang, Bin
3 Levy, Bruno
Affiliation1 Tecgraf, PUC-Rio
2 Tsinghua University
3 ALICE, INRIA
EditorFalcão, Alexandre Xavier
Lopes, Hélio Côrtes Vieira
Conference NameBrazilian Symposium on Computer Graphics and Image Processing, 20 (SIBGRAPI)
Conference LocationBelo Horizonte, MG, Brazil
Date7-10 Oct. 2007
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Book TitleProceedings
Tertiary TypeFull Paper
History (UTC)2007-07-31 21:32:02 :: rtoledo@tecgraf.puc-rio.br -> administrator ::
2007-08-02 21:17:43 :: administrator -> rtoledo@tecgraf.puc-rio.br ::
2008-07-17 14:09:43 :: rtoledo@tecgraf.puc-rio.br -> administrator ::
2009-08-13 20:38:28 :: administrator -> banon ::
2010-08-28 20:02:29 :: banon -> administrator ::
2022-06-14 00:13:35 :: administrator -> :: 2007
3. Content and structure
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Version Typefinaldraft
Keywordsmesosctructure
ray casting
GPU
height map
partitioning
AbstractThe goal of geometry textures is to interactively display finely tessellated geometric models. Nowadays, models with millions of triangles still cannot be directly rendered by graphics cards without using elaborate acceleration methods. The large number of triangles overloads the vertex pipeline of the GPU. In our work, the geometry is no longer represented by polygons and the main rendering effort is on the pixel pipeline, alleviating the vertex one, thus allowing a significant increase in performance. Transferring the workload to the pixel pipeline brings the benefit of a natural LOD, since rendering time is proportional to the number of rendered pixels. Therefore, when a complex object is far away from the viewer, less computation must be done.
Arrangement 1urlib.net > SDLA > Fonds > SIBGRAPI 2007 > Geometry Textures
Arrangement 2urlib.net > SDLA > Fonds > Full Index > Geometry Textures
doc Directory Contentaccess
source Directory Contentthere are no files
agreement Directory Contentthere are no files
4. Conditions of access and use
data URLhttp://urlib.net/ibi/6qtX3pFwXQZG2LgkFdY/QVymq
zipped data URLhttp://urlib.net/zip/6qtX3pFwXQZG2LgkFdY/QVymq
Languageen
Target Filesibgrapi07_geo_tex.pdf
User Grouprtoledo@tecgraf.puc-rio.br
administrator
Visibilityshown
5. Allied materials
Next Higher Units8JMKD3MGPEW34M/46SF8Q5
8JMKD3MGPEW34M/4742MCS
Citing Item Listsid.inpe.br/sibgrapi/2022/05.14.00.14 22
sid.inpe.br/sibgrapi/2022/06.10.21.49 2
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
6. Notes
Empty Fieldsarchivingpolicy archivist area callnumber contenttype copyholder copyright creatorhistory descriptionlevel dissemination documentstage e-mailaddress edition electronicmailaddress group isbn issn label lineage mark mirrorrepository nextedition notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder schedulinginformation secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url volume


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