Epsilon-nets and simplex range queries
SCG '86 Proceedings of the second annual symposium on Computational geometry
Worst-case optimal hidden-surface removal
ACM Transactions on Graphics (TOG)
Applications of random sampling in computational geometry, II
SCG '88 Proceedings of the fourth annual symposium on Computational geometry
Algorithms for diametral pairs and convex hulls that are optimal, randomized, and incremental
SCG '88 Proceedings of the fourth annual symposium on Computational geometry
A fast planar partition algorithm, II
SCG '89 Proceedings of the fifth annual symposium on Computational geometry
A fast planar partition algorithm, I
Journal of Symbolic Computation
On levels in arrangements and Voronoi diagrams
Discrete & Computational Geometry
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
Hidden surface removal using polygon area sorting
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Lower bounds for algebraic computation trees
STOC '83 Proceedings of the fifteenth annual ACM symposium on Theory of computing
SCG '90 Proceedings of the sixth annual symposium on Computational geometry
A fast planar partition algorithm, I
Journal of Symbolic Computation
A fast planar partition algorithm, II
Journal of the ACM (JACM)
Hidden surface removal with respect to a moving view point
STOC '91 Proceedings of the twenty-third annual ACM symposium on Theory of computing
Efficient hidden surface removal for objects with small union size
SCG '91 Proceedings of the seventh annual symposium on Computational geometry
Randomized multidimensional search trees (extended abstract): dynamic sampling
SCG '91 Proceedings of the seventh annual symposium on Computational geometry
A simple output-sensitive algorithm for hidden surface removal
ACM Transactions on Graphics (TOG)
Algorithms for visibility computation on digital terrain models
SAC '93 Proceedings of the 1993 ACM/SIGAPP symposium on Applied computing: states of the art and practice
Fast computation of shadow boundaries using spatial coherence and backprojections
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
An efficient algorithm for hidden surface removal, II
Proceedings of the 30th IEEE symposium on Foundations of computer science
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Binary-Space-Partitioned Images for Resolving Image-Based Visibility
IEEE Transactions on Visualization and Computer Graphics
Computer-Aided Design
An optimal hidden-surface algorithm and its parallelization
ICCSA'11 Proceedings of the 2011 international conference on Computational science and its applications - Volume Part III
Simultaneous precise solutions to the visibility problem of sculptured models
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
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We give an efficient, randomized hidden surface removal algorithm, with the best time complexity so far. A distinguishing feature of this algorithm is that the expected time spent by this algorithm on junctions which are at the "obstruction level" l, with respect to the viewer, is inversely proportional to l. This provably holds for any input, regardless of the way in which faces are located in the scene, because the expectation is with respect to randomization in the algorithm, and does not depend on the input. In practice, this means that the time complexity is roughly proportional to the size of the actually visible output times logarithm of the average depth complexity of the scene (this logarithm is very small generally).