<?xml version="1.0" encoding="ISO-8859-1"?>
<metadatalist>
	<metadata ReferenceType="Conference Proceedings">
		<site>sibgrapi.sid.inpe.br 802</site>
		<holdercode>{ibi 8JMKD3MGPEW34M/46T9EHH}</holdercode>
		<identifier>83LX3pFwXQZW44Lb/dmbzS</identifier>
		<repository>dpi.inpe.br/ambro/1998/06.03.15.03</repository>
		<lastupdate>1998:06.16.03.00.00 sid.inpe.br/banon/2001/03.30.15.38 administrator</lastupdate>
		<metadatarepository>sid.inpe.br/banon/2001/03.30.15.57.05</metadatarepository>
		<metadatalastupdate>2022:06.14.00.17.01 sid.inpe.br/banon/2001/03.30.15.38 administrator {D 1997}</metadatalastupdate>
		<citationkey>SzenbergGattCarv:1997:AlViTe</citationkey>
		<title>An algorithm for the visualization of a terrain with objects</title>
		<year>1997</year>
		<numberoffiles>1</numberoffiles>
		<size>232 KiB</size>
		<author>Szenberg, Flávio,</author>
		<author>Gattass, Marcelo,</author>
		<author>Carvalho, Paulo Cezar Pinto,</author>
		<editor>Figueiredo, Luiz Henrique de,</editor>
		<editor>Netto, Marcio Lobo,</editor>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 10 (SIBGRAPI)</conferencename>
		<conferencelocation>Campos de Jordão, SP, Brazil</conferencelocation>
		<date>Oct. 1997</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<pages>103-110</pages>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
		<organization>SBC - Sociedade Brasileira de Computação; USP - Universidade de São Paulo</organization>
		<transferableflag>1</transferableflag>
		<versiontype>finaldraft</versiontype>
		<keywords>terrain visualization, gis, voxel-based modeling, ray casting, interative visualization.</keywords>
		<abstract>This article describes a method for object and terrain visualization by means of the combination of two algorithms, one for terrain data and one for objects. Our purpose is to generate, efficiently and rapidly, aerial images of terrain with objects such as houses, vehicles, and transmission lines, thus allowing a simulated flight. For the objects, described by lines and polygons, the Z-Buffer algorithm is used; for the terrain, described by height maps, an optimized Ray-Casting Algorithm, called Floating Horizon Algorithm, is used.</abstract>
		<language>en</language>
		<targetfile>art63.pdf</targetfile>
		<usergroup>administrator</usergroup>
		<visibility>shown</visibility>
		<nexthigherunit>8JMKD3MGPEW34M/46RL7SS</nexthigherunit>
		<nexthigherunit>8JMKD3MGPEW34M/4742MCS</nexthigherunit>
		<citingitemlist>sid.inpe.br/sibgrapi/2022/05.08.23.46 5</citingitemlist>
		<citingitemlist>dpi.inpe.br/banon/1999/03.12.14.42 2</citingitemlist>
		<hostcollection>sid.inpe.br/banon/2001/03.30.15.38</hostcollection>
		<notes>The conference was held in Campos de Jordão, SP, Brazil, from October 13 to 16.</notes>
		<lasthostcollection>sid.inpe.br/banon/2001/03.30.15.38</lasthostcollection>
		<url>http://sibgrapi.sid.inpe.br/rep-/dpi.inpe.br/ambro/1998/06.03.15.03</url>
	</metadata>
</metadatalist>