Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A priori based techniques for determining visibility priority for 3-d scenes
A priori based techniques for determining visibility priority for 3-d scenes
The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Set operations on polyhedra using binary space partitioning trees
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Hierarchical Data Structures and Algorithms for Computer Graphics. Part I.
IEEE Computer Graphics and Applications
Near real-time shadow generation using BSP trees
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
On constructing binary space partitioning trees
CSC '90 Proceedings of the 1990 ACM annual conference on Cooperation
Data visualization using a general-purpose renderer
IBM Journal of Research and Development
Three-dimensional medical imaging: algorithms and computer systems
ACM Computing Surveys (CSUR)
Fast object-precision shadow generation for area light sources using BSP trees
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Hardware antialiasing of lines and polygons
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Interactive manipulation and display of surfaces in four dimensions
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
A data distributed, parallel algorithm for ray-traced volume rendering
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
The feudal priority algorithm on hidden-surface removal
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Technologies for augmented reality systems: realizing ultrasound-guided needle biopsies
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time incremental visualization of dynamic ultrasound volumes using parallel BSP trees
Proceedings of the 7th conference on Visualization '96
View volume culling using a probabilistic caching scheme
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Multidimensional access methods
ACM Computing Surveys (CSUR)
Walkthrough—a dynamic graphics system for simulating virtual buildings
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
SCG '85 Proceedings of the first annual symposium on Computational geometry
Fast spheres, shadows, textures, transparencies, and imgage enhancements in pixel-planes
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Parallel Volume Rendering Using Binary-Swap Compositing
IEEE Computer Graphics and Applications
Hierarchical Data Structures and Algorithms for Computer Graphics
IEEE Computer Graphics and Applications
Tree-Based Access Methods for Spatial Databases: Implementation and Performance Evaluation
IEEE Transactions on Knowledge and Data Engineering
An object-oriented shadow generation algorithm for real-time application
WORDS '97 Proceedings of the 3rd Workshop on Object-Oriented Real-Time Dependable Systems - (WORDS '97)
Displaying voxel-based objects according to their qualitative shape synthesis
VIS '90 Proceedings of the 1st conference on Visualization '90
Applying space subdivision techniques to volume rendering
VIS '90 Proceedings of the 1st conference on Visualization '90
Binary-Space-Partitioned Images for Resolving Image-Based Visibility
IEEE Transactions on Visualization and Computer Graphics
Interactive Transparency Rendering for Large CAD Models
IEEE Transactions on Visualization and Computer Graphics
Voronoi diagram depth sorting for polygon visibility ordering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
QuakeTM: parallelizing a complex sequential application using transactional memory
Proceedings of the 23rd international conference on Supercomputing
Balanced aspect ratio trees revisited
WADS'05 Proceedings of the 9th international conference on Algorithms and Data Structures
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Described is a visible surface algorithm and an implementation that generates shaded display of objects with hundreds of polygons rapidly enough for interactive use — several images per second. The basic algorithm, introduced in [Fuchs, Kedem and Naylor, 1980], is designed to handle rigid objects and scenes by preprocessing the object data base to minimize visibility computation cost. The speed of the algorithm is further enhanced by its simplicity, which allows it to be implemented within the internal graphics processor of a general purpose raster system.