Depth-Complexity Based Occluder-Selection
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چکیده
This paper discusses the run-time results from a walkthrough of an architectural scene on a 350Mhz Pentium II. The graphics code is based on OpenGL and accelerated via an nVidia GeForce256 processor. The scene contains 439 808 polygons (quads) and 868 095 vertices. It is hierarchically subdivided into 5 504 objects (leaves of the bounding box hierarchy) and requires about 142MB on Windows 2000. Figure 1 shows a screenshot of the scene and the resulting occlusion-map.
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