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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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2015
2015
Methodological Challenges in the Analysis of MOOC Data for Exploring the Relationship between Discussion Forum Views and Learning Outcomes
Yoav Bergner
,
Deirdre Kerr
,
David E. Pritchard
Educational Data Mining
2015
Corpus ID: 13502038
Determining how learners use MOOCs effectively is critical to providing feedback to instructors, schools, and policy-makers on…
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2015
2015
Glasses-free 3D display with glasses-assisted quality: Key innovations for smart directional backlight autostereoscopy
H. Fan
,
Yangui Zhou
,
+8 authors
Jianying Zhou
Visual Communications and Image Processing
2015
Corpus ID: 15464442
A glasses-free 3D display with glasses-assisted quality is presented. Self-adaptive algorithm is employed to optimize system…
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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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2010
2010
A combined particle filter and deterministic approach for underwater object localization using markers
Vicky Wong
,
F. Geffard
OCEANS MTS/IEEE SEATTLE
2010
Corpus ID: 27981605
In order to perform autonomous manipulation in underwater missions, a robust object localization technique is crucial. This paper…
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2002
2002
Dynamic scene occlusion culling using a regular grid
H. C. Batagelo
,
Shin-Ting Wu
Proceedings. XV Brazilian Symposium on Computer…
2002
Corpus ID: 6021227
We present an output-sensitive occlusion culling algorithm for densely occluded dynamic scenes where both the viewpoint and…
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2001
2001
Rendering optimal solar shadows with plural sunlight depth buffers
Katsumi Tadamura
,
Xueying Qin
,
Guofang Jiao
,
E. Nakamae
The Visual Computer
2001
Corpus ID: 13585995
We propose a novel method, based on the two-pass Z-buffer algorithm, to calculate shadows with sufficient precision and…
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2000
2000
Enhancing fish tank VR
J. D. Mulder
,
R. V. Liere
Proceedings IEEE Virtual Reality (Cat. No…
2000
Corpus ID: 11161607
Fish tank VR systems provide head coupled perspective projected stereo images on a display device of limited dimensions that…
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1999
1999
Motion-compensated multichannel noise reduction of color film sequences
P. Giaccone
,
Graeme A. Jones
,
S. Minelly
,
A. Curley
J. Electronic Imaging
1999
Corpus ID: 7350551
Grain noise is one of the most common distortions in cinematographic film sequences and is caused by the crystal structure of the…
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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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