Procedural elements for computer graphics
Procedural elements for computer graphics
Computational geometry: an introduction
Computational geometry: an introduction
An O(logN) parallel time exact hidden-line algorithm
Advances in computer graphics hardware II
Cascading divide-and-conquer: a technique for designing parallel algorithms
SIAM Journal on Computing
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Effective occlusion culling for the interactive display of arbitrary models
Effective occlusion culling for the interactive display of arbitrary models
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Parallel Volume Rendering Using Binary-Swap Compositing
IEEE Computer Graphics and Applications
Front-to-Back Display of BSP Trees
IEEE Computer Graphics and Applications
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A hidden surface algorithm for computer generated halftone pictures
A hidden surface algorithm for computer generated halftone pictures
Interactive Computer Graphics: A Top-Down Approach using OpenGL (4th Edition)
Interactive Computer Graphics: A Top-Down Approach using OpenGL (4th Edition)
High-Performance Rendering on Clusters of Workstations
GMAI '06 Proceedings of the conference on Geometric Modeling and Imaging: New Trends
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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Visibility computations, exhibiting a quadratic growth rate, are the bottleneck of high quality, real-time rendering of 3D models. In order to speed up visibility computations parallel or distributed-computing techniques can be used. Recent research demonstrates that scanline algorithms are suitable for balancing the workload and reducing the communication overhead of multiprocessor architectures. This paper summarizes known scanline algorithms and proposes a new one that takes time proportional to N log2 N and storage space proportional to N in the worst case, where N is the number of input line segments. The advantages of the proposed algorithm include that it can take real values obtained by the intersection of a 3D scene with the plane of the scanline as input and that it is optimal under several models of computation.