SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Computing CSG tree boundaries as algebraic expressions
SMA '93 Proceedings on the second ACM symposium on Solid modeling and applications
Interactive Boolean operations for conceptual design of 3-D solids
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Fast, minimum storage ray-triangle intersection
Journal of Graphics Tools
Representations for Rigid Solids: Theory, Methods, and Systems
ACM Computing Surveys (CSUR)
New Techniques for Ray Tracing Procedurally Defined Objects
ACM Transactions on Graphics (TOG)
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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
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
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Resolution independent curve rendering using programmable graphics hardware
ACM SIGGRAPH 2005 Papers
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
GPU-based ray-casting of quadratic surfaces
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
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Points, lines, and polygons have been the fundamental primitives in graphics. Graphics hardware is optimized to handle them in a pipeline. Other objects are converted to these primitives before rendering. Programmable GPUs have made it possible to introduce a wide class of computations on each vertex and on each fragment. In this paper, we outline a procedure to accurately draw high-level procedural elements efficiently using the GPU. The CPU and the vertex shader setup the drawing area on screen and pass the required parameters. The pixel shader uses ray-casting to compute the 3D point that projects to it and shades it using a general shading model. We demonstrate the fast rendering of 2D and 3D primitives like circle, conic, triangle, sphere, quadric, box, etc., with a combination of specularity, refraction, and environment mapping. We also show combination of objects, like Constructive Solid Geometry (CSG) objects, can be rendered fast on the GPU. We believe customized GPU programs for a new set of high-level primitives – which we call GPU Objects – is a way to exploit the power of GPUs and to provide interactive rendering of scenes otherwise considered too complex.