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Viewing frustum
Known as:
View volume
, Viewing volume
, Pyramid of vision
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In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it…
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Related topics
Related topics
17 relations
Broader (1)
3D computer graphics
3D projection
Beam tracing
Bounding volume
Clipping (computer graphics)
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Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2018
2018
Automotive 3D Object Detection Without Target Domain Annotations
F. Gustafsson
,
Erik Linder-Norén
2018
Corpus ID: 86653890
In this thesis we study a perception problem in the context of autonomous driving. Specifically, we study the computer vision…
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Review
2010
Review
2010
Real-Time Traffic Simulation Using Cellular Automata
Christopher S. Applegate
,
S. Laycock
,
A. M. Day
TPCG
2010
Corpus ID: 18587864
In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel contributions…
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2009
2009
Stochastic Solution and Evaluation of the Ore Disintegration Process
K. Frydrýšek
International Conference on Scientific Computing
2009
Corpus ID: 38761679
A pump establishes gas flow in a particle counter. A pair of shafts having lobes is mounted in a first housing and serves to…
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2008
2008
Optimal Aspect Ratio under Vergence for 3D TV
I. Cheng
,
Kostas Daniilidis
,
A. Basu
3DTV-Conference
2008
Corpus ID: 41971990
In this paper we extend our earlier work on determining optimal aspect ratio of 3D display devices considering the vergence of…
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Review
2007
Review
2007
An Open Programming Architecture for Modeling Ocean Waves
Larry M. Lachman
2007
Corpus ID: 5546107
Typical ocean simulations provide for wave modeling that is extraordinarily restrictive. The closed solution models ocean waves…
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2002
2002
Frustum View Angle , Observer View Angle and VE Navigation
R. Arsenault
,
C. Ware
2002
Corpus ID: 11828218
The issue of screen size is discussed with respect to the task of navigating in 3D computer graphics environments. Two variables…
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2002
2002
Fast and Simple Occlusion Culling Using Hardware-based Depth Queries
B. Salomon
,
K. Hillesland
,
A. Lastra
,
Dinesh Manocha
2002
Corpus ID: 14687491
: We present a conservative occlusion culling algorithm for large environments. As part of a preprocess, we decompose the scene…
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1999
1999
Implementation of Fixed-screen-based Telexistence Visual System
Y. Yanagida
,
A. Mitsuhashi
,
T. Maeda
,
S. Tachi
1999
Corpus ID: 173174850
Visual display systems based on Immersive Projection Technology, such as CAVE and CABIN, are expected to be effective platforms…
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1998
1998
Large-Scale Immersive Displays in Entertainment and Education
E. Lantz
1998
Corpus ID: 12709308
Large-scale immersive displays have an established history in planetaria and large-format film theaters. Video-based immersive…
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1998
1998
Projection of the Viewing Volume
Mark Welmsley
1998
Corpus ID: 63302800
The last few chapters have built up a collection of routines to draw 2D images of colour-filled polygons and to represent 3D…
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