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An efficient front-to-back depth-buffer algorithm for real-time rendering of partially occluded game objects in absence of GPU.
Shivendra Shivani
Published in:
Concurr. Comput. Pract. Exp. (2022)
Keyphrases
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gpu implementation
dynamic programming
partially occluded
parallel implementation
computational complexity
real time rendering
real time
moving objects
segmentation algorithm
matching algorithm
single image
image matching