Quadratic surface rendering on a logic-enhanced frame-buffer memory system
IEEE Computer Graphics and Applications
Fast image generation of construcitve solid geometry using a cellular array processor
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Representations for Rigid Solids: Theory, Methods, and Systems
ACM Computing Surveys (CSUR)
A scan-line hidden surface removal procedure for constructive solid geometry
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A parallel processor architecture for graphics arithmetic operations
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Systolic Evaluation of Polynomial Expressions
IEEE Transactions on Computers
Rendering CSG models with a ZZ-buffer
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Depth-order point classification techniques for CSG display algorithms
ACM Transactions on Graphics (TOG)
Real-time display of quadric on the I.M.O.G.E.N.E. machine
SMA '91 Proceedings of the first ACM symposium on Solid modeling foundations and CAD/CAM applications
Computing CSG tree boundaries as algebraic expressions
SMA '93 Proceedings on the second ACM symposium on Solid modeling and applications
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A display system for the Stellar graphics supercomputer model GS1000
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Fast penetration depth computation for physically-based animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Improved CSG rendering using overlap graph subtraction sequences
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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
A hybrid hardware-accelerated algorithm for high quality rendering of visual hulls
GI '04 Proceedings of the 2004 Graphics Interface Conference
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
GPU-based shape from silhouettes
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Computer Graphics Brazil: Scalable GPU rendering of CSG models
Computers and Graphics
Shape from inconsistent silhouette
Computer Vision and Image Understanding
Improved Binary Space Partition merging
Computer-Aided Design
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
Real-time CSG rendering using fragment sort
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Fast intersections for subdivision surfaces
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Boolean operations on surfel-bounded solids using programmable graphics hardware
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
CSG hidden surface algorithms for VLSI hardware systems
EGGH'86 Proceedings of the First Eurographics conference on Advances in Computer Graphics Hardware
VLSI drawing processor utilizing multiple parallel scan-line processors
EGGH'87 Proceedings of the Second Eurographics conference on Advances in Computer Graphics Hardware
EGGH'87 Proceedings of the Second Eurographics conference on Advances in Computer Graphics Hardware
A multi-processor workstation with a logic-enhanced distributed frame buffer
EGGH'87 Proceedings of the Second Eurographics conference on Advances in Computer Graphics Hardware
Correct shading of regularized CSG solids using a depth-interval buffer
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
I.M.O.G.E.N.E.: a solution to the real time animation problem
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
Hi-index | 0.00 |
We present two algorithms for the display of CSG-defined objects on Pixel-Powers, an extension of the Pixel-Planes logic-enhanced memory architecture, which calculates for each and every pixel on the screen (in parallel) the value of any quadratic function in the screen coordinates (x,y). The first algorithm restructures any CSG tree into an equivalent, but possibly larger, tree whose display can be achieved by the second algorithm. The second algorithm traverses the restructured tree and generates quadratic coefficients and opcodes for Pixel-Powers. These opcodes instruct Pixel-Powers to generate the boundaries of primitives and perform set operations using the standard Z-buffer algorithm.Several externally-supplied CSG data sets have been processed with the new tree-traversal algorithm and an associated Pixel-Powers simulator. The resulting images indicate that good results can be obtained very rapidly with the new system. For example, the commonly used MBB test part (at right) with 24 primitives is translated into approximately 1900 quadratic equations. On a Pixel-Powers system running at 10MHz (the speed at which our current Pixel-Planes memories run), the image should be rendered in about 7.5 milliseconds.