PsycEXTRA Dataset 1969
DOI: 10.1037/e510842009-001
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Study for Applying Computer-Generated Images to Visual Simulation

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Cited by 34 publications
(35 citation statements)
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“…Therefore, it is more difficult to find a hardware strategy general enough to accommodate the different algorithms. However, if only realtime algorithms are considered (thus eliminating ray-tracing [26], Warnock's area-sampling [24] and other non realtime approaches [5,10,13]) the number of possible algorithms can be reduced to either polygon approaches (priority or depth-list [8,14] and z-buffer algorithms [7]) or scan-line approaches [25]. Polygon approaches render one polygon at a time, in isolation from all the rest: this rendering involves finding which scan-lines are intersected by the area of the polygon and filling them with the polygon's colour.…”
Section: Second Division: Topology and Scan Conversionmentioning
confidence: 99%
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“…Therefore, it is more difficult to find a hardware strategy general enough to accommodate the different algorithms. However, if only realtime algorithms are considered (thus eliminating ray-tracing [26], Warnock's area-sampling [24] and other non realtime approaches [5,10,13]) the number of possible algorithms can be reduced to either polygon approaches (priority or depth-list [8,14] and z-buffer algorithms [7]) or scan-line approaches [25]. Polygon approaches render one polygon at a time, in isolation from all the rest: this rendering involves finding which scan-lines are intersected by the area of the polygon and filling them with the polygon's colour.…”
Section: Second Division: Topology and Scan Conversionmentioning
confidence: 99%
“…In realtime applications, the compromise between depth-priority calculations performed in object space and final display on image space uses the best of both approaches. Schumacker's [14] a priori binary-tree approach is well suited for static scenes, because it takes advantage of several priority characteristics of scenes for flight simulators in which the scene is static and only the viewpoint changes. Most of the priority calculations are performed offline, minimizing the priority computations between polygons at run-time.…”
Section: An Algorithm For Hidden-surface Removalmentioning
confidence: 99%
“…Based on an approach first utilized by Schumacker et al (1969) it was originally developed in the context of 3D computer graphics for determining the visibility of surfaces during the rendering process of static scenes (Fuchs et al, 1980). Since then it has been adapted for a variety of applications such as ray-tracing (Naylor and Thibault, 1986), shadow generation (Chin and Feiner, 1989), solid modeling (Paterson and Yao, 1990), and image compression (Radha et al, 1996).…”
Section: Building Reconstruction Based On Binary Space Partitioningmentioning
confidence: 99%
“…To this end, polygonal modeling of the objects is required. BSP trees are a widely used structure for hierarchical polyhedron representation [6,7,8]. In our approach, the BSP tree representation is extended such that each splitting plane has a tolerance interval for the offset from the origin to represent the intervals in the vertices of the polyhedra, resulting in a "thickness".…”
Section: Tolerance Based Collision Testsmentioning
confidence: 99%