Offsetting operations in solid modelling
Computer Aided Geometric Design
ACM Transactions on Graphics (TOG)
Depth-order point classification techniques for CSG display algorithms
ACM Transactions on Graphics (TOG)
Interactive inspection of solids: cross-sections and interferences
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Generative geometric design and boundary solid grammars
Generative geometric design and boundary solid grammars
Consistent solid and boundary representations from arbitrary polygonal data
Proceedings of the 1997 symposium on Interactive 3D graphics
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
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
The PADL-1.0/2 system for defining and displaying solid objects
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Twister: a space-warp operator for the two-handed editing of 3D shapes
ACM SIGGRAPH 2003 Papers
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
Self-overlapping curves revisited
SODA '09 Proceedings of the twentieth Annual ACM-SIAM Symposium on Discrete Algorithms
ACM SIGGRAPH 2009 papers
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Parallel and efficient Boolean on polygonal solids
The Visual Computer: International Journal of Computer Graphics - CGI'2011 Conference
Ordered Boolean List (OBL): Reducing the Footprint for Evaluating Boolean Expressions
IEEE Transactions on Visualization and Computer Graphics
Immersion and embedding of self-crossing loops
Proceedings of the Eighth Eurographics Symposium on Sketch-Based Interfaces and Modeling
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
CST: Constructive Solid Trimming for Rendering BReps and CSG
IEEE Transactions on Visualization and Computer Graphics
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Hidden contours on a frame-buffer
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
k+-buffer: fragment synchronized k-buffer
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We explore different semantics for the solid defined by a self-crossing surface (immersed sub-manifold). Specifically, we introduce rules for the interior/exterior classification of the connected components of the complement of a self-crossing surface produced through a continuous deformation process of an initial embedded manifold. We propose efficient GPU algorithms for rendering the boundary of the regularized union of the interior components, which is a subset of the initial surface and is called the trimmed boundary or simply the trim. This classification and rendering process is accomplished in real time through a rasterization process without computing any self-intersection curve, and hence is suited to support animations of self-crossing surfaces. The solid bounded by the trim can be combined with other solids and with half-spaces using Boolean operations and hence may be capped (trimmed by a half-space) or used as a primitive in direct CSG rendering. Being able to render the trim in real time makes it possible to adapt the tessellation of the trim in real time by using view-dependent levels-of-detail or adaptive subdivision.