A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Computational geometry.
Rendering with coherent layers
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Generating computer animations with frame coherence in a distributed computing environment
ACM-SE 36 Proceedings of the 36th annual Southeast regional conference
Exploiting frame coherence with the temporal depth buffer in a distributed computing environment
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Visibility with a moving point of view
SODA '90 Proceedings of the first annual ACM-SIAM symposium on Discrete algorithms
Parallel ray tracing on a chip
Practical parallel rendering
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
Path specification and path coherence
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
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Frame-to-frame coherence is the highly structured relationship that exists between successive frames of certain animation sequences. From the point of view of the hidden surface computation, this implies that parts of the scene will become visible or invisible in a predictable fashion. In this paper the frame-to-frame coherence constraints are identified and characterized for static scenes restricted to stationary, closed, convex, nonintersecting polyhedra. The animation derives from a continuous movement of the viewer. The mathematical analysis of the constraints is geometric, and leads to a characterization of the self-occlusion relationship over a single polyhedron; and to a characterization of the occlusion or change of occlusion relationship over two polyhedra. Based on these constraints, an algorithm is presented which generates successive frames in an animation sequence.