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dc.contributor.authorJames, A.en_US
dc.contributor.authorDay, A.M.en_US
dc.date.accessioned2015-02-16T07:04:45Z
dc.date.available2015-02-16T07:04:45Z
dc.date.issued2000en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00451en_US
dc.description.abstractThe Binary Space Partitioning (BSP) tree achieves fast hidden surface removal for most practical applications where an observer can move through a scene of static objects. However, the BSP algorithm generally increases the number of polygons in a scene due to its splitting stage resulting in a detrimental effect on the priority ordering and more significantly, the display calculations (shading, lighting, shadows, etc.) of the rendering pipeline.We present the Conflict Neutralization algorithm which attempts to reduce the number of splits more effectively than existing techniques whilst maintaining the 'standard' model of a BSP tree. Our idea is similar to Conflict Minimization proposed by Fuchs; the significant difference is that our algorithm recognizes that a polygon suitable for selection in the Minimization criterion may subsequently stop the remainder of polygons achieving some reductions in cuts-with Conflict Neutralization, such a polygon is demoted.We compare the results of Conflict Neutralization against Conflict Minimization, the Least-crossed with Most-crossed tie-breaking criterion and our own, enhanced implementation of Conflict Minimization. We show how these techniques fall into different 'depths of analysis'.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleConflict Neutralization on Binary Space Partitioningen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume19en_US
dc.description.number2en_US
dc.identifier.doi10.1111/1467-8659.00451en_US
dc.identifier.pages153-163en_US


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