Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Sweeping of three-dimensional objects
Computer-Aided Design
Geometric representation of swept volumes with application to polyhedral objects
International Journal of Robotics Research
Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Approximate general sweep boundary of a 2D curved object
CVGIP: Graphical Models and Image Processing
Proceedings of the 1999 conference on Graphics interface '99
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.2
OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.2
Geometry generated by sweeps of polygons and polyhedra
Geometry generated by sweeps of polygons and polyhedra
Geometric Modeling for Swept Volume of Moving Solids
IEEE Computer Graphics and Applications
Classifying points for sweeping solids
Computer-Aided Design
A comparison of sampling strategies for computing general sweeps
Computer-Aided Design
Conservative swept volume boundary approximation
Proceedings of the 14th ACM Symposium on Solid and Physical Modeling
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This paper presents a practical technique for approximating the boundary surface of the volume swept out by three-dimensional objects using the depth-buffer. Objects may change their geometries and orientations while sweeping. The sweep volume is approximated as a union of volume elements, which are just rendered inside appropriate viewing frusta of virtual cameras and mapped into screen viewports with depth-buffer. From the depth of each pixel in the screen space of each rendering, the corresponding point in the original world space can be computed. Appropriately connecting these points yields polygonal faces forming polygonal surface patches approximately covering some portion of the sweep volume. Each view frustum adds one or more surface patches in this way, and these presumably overlapped polygonal surface patches approximately enclose the whole sweep volume. These patches may further be processed to yield non-overlapped polygonal surfaces as an approximation to the boundary of the original 3D sweep volume.