An Improved Z-Buffer CSG Rendering Algorithm
dc.contributor.author | Stewart, Nigel | en_US |
dc.contributor.author | Leach, Geoff | en_US |
dc.contributor.author | John, Sabu | en_US |
dc.contributor.editor | S. N. Spencer | en_US |
dc.date.accessioned | 2014-02-06T15:01:25Z | |
dc.date.available | 2014-02-06T15:01:25Z | |
dc.date.issued | 1998 | en_US |
dc.identifier.isbn | 0-89791-097-X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH98/025-030 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | 1.3.5 [Computing Methodologies] | en_US |
dc.subject | Computer Graphics | en_US |
dc.subject | Constructive solid geometry (CSG) 1.3.3 [Computing Methodologies] | en_US |
dc.subject | Computer Graphics | en_US |
dc.subject | Display Algorithms 1.3.1 [Computing Methodologies] | en_US |
dc.subject | Computer Graphics | en_US |
dc.subject | Hardware Architecture | en_US |
dc.title | An Improved Z-Buffer CSG Rendering Algorithm | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |
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EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998
ISBN 0-89791-097-X