Computational geometry: an introduction
Computational geometry: an introduction
Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Quadratic bounds for hidden line elimination
SCG '86 Proceedings of the second annual symposium on Computational geometry
Optimal point location in a monotone subdivision
SIAM Journal on Computing
Worst-case optimal hidden-surface removal
ACM Transactions on Graphics (TOG)
New algorithms for special cases of the hidden line elimination problem
Computer Vision, Graphics, and Image Processing
Hidden surface removal for rectangles
SCG '88 Proceedings of the fourth annual symposium on Computational geometry
An efficient output-sensitive hidden surface removal algorithm and its parallelization
SCG '88 Proceedings of the fourth annual symposium on Computational geometry
Dynamization of geometric data structures
SCG '85 Proceedings of the first annual symposium on Computational geometry
Range searching in a set of line segments
SCG '85 Proceedings of the first annual symposium on Computational geometry
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
A Visible Polygon Reconstruction Algorithm
ACM Transactions on Graphics (TOG)
Solving Visibility Problems by Using Skeleton Structures
Proceedings of the Mathematical Foundations of Computer Science 1984
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Efficient hidden surface removal for objects with small union size
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)
Computing the visibility map of fat objects
Computational Geometry: Theory and Applications
Computing the visibility map of fat objects
WADS'07 Proceedings of the 10th international conference on Algorithms and Data Structures
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We present a new technique to display a scene of three-dimensional isothetic parallelepipeds (3D-rectangles), viewed from infinity along one of the coordinate axes (axial view). In this situation, there always exists a topological sorting of the 3D-rectangles based on the relation of occlusion (a dominance relation). The arising total order is used to generate the axial view, where the two-dimensional view of each 3D-rectangle is incrementally added, starting from the closest 3D-rectangle. The proposed scene-sensitive algorithm runs in time O(N log2N + d log N), where N is the number of 3D-rectangles and d is the number of edges of the display. This improves over the previously best known technique based on the same approach.