Computer graphics
On translating a set of objects in 2- and 3-dimensional space
Computer Vision, Graphics, and Image Processing
New algorithms for special cases of the hidden line elimination problem
Computer Vision, Graphics, and Image Processing
Output-sensitive generation of the perspective view of isothetic parallelepipeds (extended abstract)
SWAT '90 Proceedings of the second Scandinavian workshop on Algorithm theory
Efficient binary space partitions for hidden-surface removal and solid modeling
Discrete & Computational Geometry - Selected papers from the fifth annual ACM symposium on computational geometry, Saarbrücken, Germany, June 5-11, 1989
Quasi-optimal upper bounds for simplex range searching and new zone theorems
SCG '90 Proceedings of the sixth annual symposium on Computational geometry
SCG '91 Proceedings of the seventh annual symposium on Computational geometry
Efficient ray shooting and hidden surface removal
SCG '91 Proceedings of the seventh annual symposium on Computational geometry
Efficient hidden surface removal for objects with small union size
SCG '91 Proceedings of the seventh annual symposium on Computational geometry
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Ray Shooting and Parametric Search
Ray Shooting and Parametric Search
New lower bounds for Hopcroft's problem
Proceedings of the eleventh annual symposium on Computational geometry
Light field propagation and rendering on the GPU
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
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A depth order on a set of objects is an order such that object a comes before object a′ in the order when a′ lies behind a′, or, in other words, when a is (partially) hidden by a′ by a′. We present efficient algorithms for the computation and verification of depth orders of sets of n rods in 3–space. Our algorithms run in time O(n4/3+&egr;), for any fixed &egr; 0). If all rods are axis-parallel, or, more generally, have only a constant number of different orientations, then the sorting algorithm runs in O(n log2 n) time. The algorithms can be generalized to handle triangles and other polygons instead of rods. They are based on a general framework for computing and verifying linear extensions of implicitly defined binary relations.