Fast constructive-solid geometry display in the pixel-powers graphics system
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Essential ray tracing algorithms
An introduction to ray tracing
Interactive Boolean operations for conceptual design of 3-D solids
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An improved z-buffer CSG rendering algorithm
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Representations for Rigid Solids: Theory, Methods, and Systems
ACM Computing Surveys (CSUR)
Accelerated volume ray-casting using texture mapping
Proceedings of the conference on Visualization '01
Near Real-Time CSG Rendering Using Tree Normalization and Geometric Pruning
IEEE Computer Graphics and Applications
Application of the two-sided depth test to CSG rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive boolean operations on surfel-bounded solids
ACM SIGGRAPH 2003 Papers
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
SIBGRAPI '07 Proceedings of the XX Brazilian Symposium on Computer Graphics and Image Processing
Iterative methods for visualization of implicit surfaces on GPU
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
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Existing methods that are able to interactively render complex CSG objects with the aid of GPUs are both image based and severely bandwidth limited. In this paper we present a new approach to this problem whose main advantage is its capability to efficiently scale the dependency on CPU instruction throughput, memory bandwidth and GPU instruction throughput. Here, we render CSG objects composed of convex primitives by combining spatial subdivision of the CSG object and GPU ray-tracing methods: the object is subdivided until it is locally ''simple enough'' to be rendered effectively on the GPU. Our results indicate that our method is able to share the load between the CPU and the GPU more evenly than previous methods, in a way that depends less on memory bandwidth and more on GPU instruction throughput for up to moderately sized CSG models. Even though the same results indicate that the present method is eventually becoming more bus bandwidth and CPU limited with the current state of the art GPUs, especially for extremely complex models, our method presents a solid recipe for escaping this problem in the future by a rescale of the dependency on CPU/memory bandwidth vs. GPU instruction throughput. With this, greater increases in performance are to be expected by adapting our method for newer generation of graphics hardware, as instruction throughput has historically increased at a greater pace than both bus bandwidth and internal GPU bandwidth.