{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,7,30]],"date-time":"2025-07-30T13:12:57Z","timestamp":1753881177506,"version":"3.41.2"},"reference-count":23,"publisher":"Wiley","issue":"1","license":[{"start":{"date-parts":[[2009,6,7]],"date-time":"2009-06-07T00:00:00Z","timestamp":1244332800000},"content-version":"vor","delay-in-days":157,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/"}],"funder":[{"DOI":"10.13039\/501100001809","name":"National Natural Science Foundation of China","doi-asserted-by":"publisher","award":["60533080","60833007","2007BAH11B03"],"award-info":[{"award-number":["60533080","60833007","2007BAH11B03"]}],"id":[{"id":"10.13039\/501100001809","id-type":"DOI","asserted-by":"publisher"}]},{"DOI":"10.13039\/501100001809","name":"National Natural Science Foundation of China","doi-asserted-by":"publisher","award":["60533080","60833007","2007BAH11B03"],"award-info":[{"award-number":["60533080","60833007","2007BAH11B03"]}],"id":[{"id":"10.13039\/501100001809","id-type":"DOI","asserted-by":"publisher"}]},{"name":"National High Technology Research and Development Program of China","award":["60533080","60833007","2007BAH11B03"],"award-info":[{"award-number":["60533080","60833007","2007BAH11B03"]}]}],"content-domain":{"domain":["onlinelibrary.wiley.com"],"crossmark-restriction":true},"short-container-title":["International Journal of Computer Games Technology"],"published-print":{"date-parts":[[2009,1]]},"abstract":"<jats:p>Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi\u2010layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray\u2010triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware\u2010supported occlusion queries, only a small number of objects (or sub\u2010objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real\u2010time rendering systems.<\/jats:p>","DOI":"10.1155\/2009\/730894","type":"journal-article","created":{"date-parts":[[2009,6,8]],"date-time":"2009-06-08T13:35:57Z","timestamp":1244468157000},"update-policy":"https:\/\/doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":3,"title":["Fast and Reliable Mouse Picking Using Graphics Hardware"],"prefix":"10.1155","volume":"2009","author":[{"given":"Hanli","family":"Zhao","sequence":"first","affiliation":[]},{"given":"Xiaogang","family":"Jin","sequence":"additional","affiliation":[]},{"given":"Jianbing","family":"Shen","sequence":"additional","affiliation":[]},{"given":"Shufang","family":"Lu","sequence":"additional","affiliation":[]}],"member":"311","published-online":{"date-parts":[[2009,6,7]]},"reference":[{"key":"e_1_2_7_1_2","doi-asserted-by":"publisher","DOI":"10.1145\/97880.97903"},{"key":"e_1_2_7_2_2","first-page":"17","article-title":"Haunted trees for halloween","volume":"7","author":"Lander J.","year":"2000","journal-title":"Game Developer Magazine"},{"key":"e_1_2_7_3_2","unstructured":"GovindarajuN. K. RedonS. LinM. C. andManochaD. CULLIDE: interactive collision detection between complex models in large environments using graphics hardware Proceedings of the ACM SIGGRAPH\/EUROGRAPHICS Conference on Graphics Hardware (HWWS \u203203) July 2003 San Diego Calif USA Eurographics Association 25\u201332."},{"key":"e_1_2_7_4_2","doi-asserted-by":"crossref","unstructured":"M\u00f6llerT.andTrumboreB. Fast minimum storage ray-triangle intersection Proceedings of the 32nd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH \u203205) July-August 2005 Los Angeles Calif USA.","DOI":"10.1145\/1198555.1198746"},{"key":"e_1_2_7_5_2","doi-asserted-by":"crossref","DOI":"10.1007\/978-1-4612-1098-6","volume-title":"Computational Geometry: An Introduction","author":"Preparata F. P.","year":"1985"},{"key":"e_1_2_7_6_2","doi-asserted-by":"publisher","DOI":"10.1111\/1467-8659.1420105"},{"key":"e_1_2_7_7_2","doi-asserted-by":"publisher","DOI":"10.1145\/231731.231732"},{"key":"e_1_2_7_8_2","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1080\/10867651.1997.10487480","article-title":"Efficient collision detection of complex deformable models using AABB trees","volume":"2","author":"van den Bergen G.","year":"1997","journal-title":"Journal of Graphics Tools"},{"key":"e_1_2_7_9_2","unstructured":"LarssonT.andAkenine-M\u00f6llerT. Collision detection for continuously deforming bodies Proceedings of the Annual Conference of the European Association for Computer Graphics (EUROGRAPHICS \u203201) September 2001 Manchester UK 325\u2013333."},{"key":"e_1_2_7_10_2","doi-asserted-by":"publisher","DOI":"10.1109\/2945.675649"},{"key":"e_1_2_7_11_2","doi-asserted-by":"crossref","unstructured":"GottschalkS. LinM. C. andManochaD. OBBTree: a hierarchical structure for rapid interference detection Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH \u203296) August 1996 New Orleans La USA ACM 171\u2013180.","DOI":"10.1145\/237170.237244"},{"key":"e_1_2_7_12_2","doi-asserted-by":"crossref","unstructured":"GovindarajuN. K. naga@cs.unc.edu LinM. C. andlin@cs.unc.edu ManochaD. dm@cs.unc.edu Quick-CULLIDE: fast inter- and intra-object collision culling using graphics hardware Proceedings of IEEE Virtual Reality Conference (VR \u203205) March 2005 Bonn Germany IEEE Computer Society 59\u201366 https:\/\/doi.org\/10.1109\/VR.2005.1492754.","DOI":"10.1109\/VR.2005.1492754"},{"key":"e_1_2_7_13_2","doi-asserted-by":"crossref","unstructured":"GovindarajuN. K. naga@cs.unc.edu LinM. C. andlin@cs.unc.edu ManochaD. dm@cs.unc.edu Fast and reliable collision culling using graphics hardware Proceedings of the 11th ACM Symposium on Virtual Reality Software and Technology (VRST \u203204) November 2004 Hong Kong ACM 2\u20139 https:\/\/doi.org\/10.1145\/1077534.1077538.","DOI":"10.1145\/1077534.1077538"},{"volume-title":"Real-Time Rendering","year":"2002","author":"Akenine-M\u00f6ller T.","key":"e_1_2_7_14_2"},{"volume-title":"DirectX Software Development Kit","year":"2007","author":"Microsoft Corporation","key":"e_1_2_7_15_2"},{"volume-title":"OpenGL\u2009\u00ae 1.4 Reference Manual","year":"2004","author":"Shreiner D.","key":"e_1_2_7_16_2"},{"key":"e_1_2_7_17_2","doi-asserted-by":"crossref","unstructured":"EvansF. SkienaS. andVarshneyA. Optimizing triangle strips for fast rendering Proceedings of the 7th IEEE Visualization Conference October-November 1996 San Francisco Calif USA IEEE Computer Society Press 319\u2013326.","DOI":"10.1109\/VISUAL.1996.568125"},{"key":"e_1_2_7_18_2","doi-asserted-by":"crossref","first-page":"9","DOI":"10.1080\/10867651.2000.10487517","article-title":"Optimized view frustum culling algorithms for bounding boxes","volume":"5","author":"Assarsson U.","year":"2000","journal-title":"Journal of Graphics Tools"},{"key":"e_1_2_7_19_2","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"crossref","first-page":"715","DOI":"10.1007\/11941354_74","volume-title":"Advances in Artificial Reality and Tele-Existence","author":"Zhao H.","year":"2006"},{"key":"e_1_2_7_20_2","unstructured":"BittnerJ.andHavranV. Exploiting temporal and spatial coherence in hierarchical visibility algorithms Proceedings of the 17th Spring Conference on Computer Graphics (SCCG \u203201) April 2001 Budmerice Slovakia IEEE Computer Society."},{"key":"e_1_2_7_21_2","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8659.2004.00793.x"},{"key":"e_1_2_7_22_2","doi-asserted-by":"publisher","DOI":"10.1145\/1141911.1141947"},{"key":"e_1_2_7_23_2","unstructured":"WeissteinE. W. Cramer\u2032s Rule http:\/\/mathworld.wolfram.com\/CramersRule.html."}],"container-title":["International Journal of Computer Games Technology"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/downloads.hindawi.com\/journals\/ijcgt\/2009\/730894.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/downloads.hindawi.com\/journals\/ijcgt\/2009\/730894.xml","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/onlinelibrary.wiley.com\/doi\/pdf\/10.1155\/2009\/730894","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,2,10]],"date-time":"2025-02-10T01:27:14Z","timestamp":1739150834000},"score":1,"resource":{"primary":{"URL":"https:\/\/onlinelibrary.wiley.com\/doi\/10.1155\/2009\/730894"}},"subtitle":[],"editor":[{"given":"Zhongke","family":"Wu","sequence":"additional","affiliation":[]}],"short-title":[],"issued":{"date-parts":[[2009,1]]},"references-count":23,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2009,1]]}},"alternative-id":["10.1155\/2009\/730894"],"URL":"https:\/\/doi.org\/10.1155\/2009\/730894","archive":["Portico"],"relation":{},"ISSN":["1687-7047","1687-7055"],"issn-type":[{"type":"print","value":"1687-7047"},{"type":"electronic","value":"1687-7055"}],"subject":[],"published":{"date-parts":[[2009,1]]},"assertion":[{"value":"2008-12-15","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2009-03-04","order":1,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2009-06-07","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}],"article-number":"730894"}}