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dc.contributor.authorStewart, Nigelen_US
dc.contributor.authorLeach, Geoffen_US
dc.contributor.authorJohn, Sabuen_US
dc.contributor.editorS. N. Spenceren_US
dc.date.accessioned2014-02-06T15:01:25Z
dc.date.available2014-02-06T15:01:25Z
dc.date.issued1998en_US
dc.identifier.isbn0-89791-097-Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH98/025-030en_US
dc.description.abstractWe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subject1.3.5 [Computing Methodologies]en_US
dc.subjectComputer Graphicsen_US
dc.subjectConstructive solid geometry (CSG) 1.3.3 [Computing Methodologies]en_US
dc.subjectComputer Graphicsen_US
dc.subjectDisplay Algorithms 1.3.1 [Computing Methodologies]en_US
dc.subjectComputer Graphicsen_US
dc.subjectHardware Architectureen_US
dc.titleAn Improved Z-Buffer CSG Rendering Algorithmen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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