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dc.contributor.authorTrettner, Philipen_US
dc.contributor.authorKobbelt, Leifen_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:43:55Z
dc.date.available2021-07-05T07:43:55Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14380
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14380
dc.description.abstractWe present an efficient method to create samples directly on surfaces defined by constructive solid geometry (CSG) trees or graphs. The generated samples can be used for visualization or as an approximation to the actual surface with strong guarantees. We chose to use quadric surfaces as CSG primitives as they can model classical primitives such as planes, cubes, spheres, cylinders, and ellipsoids, but also certain saddle surfaces. More importantly, they are closed under affine transformations, a desirable property for a modeling system. We also propose a rendering method that performs local quadric ray-tracing and clipping to achieve pixel-perfect accuracy and hole-free rendering.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectPoint
dc.subjectbased models
dc.subjectVolumetric models
dc.subjectRay tracing
dc.titleSampling from Quadric-Based CSG Surfacesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersGeometry and Optimization
dc.description.volume40
dc.description.number8
dc.identifier.doi10.1111/cgf.14380
dc.identifier.pages41-56


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