An Improved Z-Buffer CSG Rendering Algorithm
Abstract
We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), (where n is the number of primitives), an O(lcn) (where k is depth complexity) algorithm may be substituted. For cases where k is less than n this translates into a significant performance gain.
BibTeX
@inproceedings {10.2312:EGGH:EGGH98:025-030,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {S. N. Spencer},
title = {{An Improved Z-Buffer CSG Rendering Algorithm}},
author = {Stewart, Nigel and Leach, Geoff and John, Sabu},
year = {1998},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {0-89791-097-X},
DOI = {10.2312/EGGH/EGGH98/025-030}
}
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {S. N. Spencer},
title = {{An Improved Z-Buffer CSG Rendering Algorithm}},
author = {Stewart, Nigel and Leach, Geoff and John, Sabu},
year = {1998},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {0-89791-097-X},
DOI = {10.2312/EGGH/EGGH98/025-030}
}
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