IEEE Computer Graphics and Applications · 1986 · 78 citations · 23 references
ArchitectureComputer ScienceVisualizationComputational GeometryComputer GraphicsGeometric Modeling3D RenderingConstructive Solid GeometryGeometry ProcessingRay TracingSolid ModelingSurface ModelingComplex SurfacesCurve IntersectionCurve-surface IntersectionsIntersection Curve ComputationRay CastingSolid Geometry ModelingVisualization Of Solid GeometryZ-buffer Algorithms
Solid modelers based on constructive solid geometry (CSG) typically generate shaded displays directly from CSG by using ray-casting techniques, which do not require informatin on the faces, edges, and vertices that bound a solid. This article describes an alternative-a simple new algorithm based on a depth-buffering or z-buffering approach. The z-buffer display algorithm operates directly on CSG, does not require explicit boundary data, and is easier to implement than ray casting. Ray-casting and z-beffering algorithms have comparable performances, but z-buffering is often faster for objects with complex surfaces, because it avoids expensive curve/surface intersection calculations. Because of their simplicity, depth-buffering algorithms for CSG are well-suited to hardware implementations, and may lead to machines simpler than those now being built for ray casting.
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Fundamentals of interactive computer graphics
Computer Graphics and Image Processing · 1982 · 1.8K citations
Principles of Interactive Computer Graphics
Dick Land, William M. Newman, Robert F. Sproull · Leonardo · 1975 · 1.6K citations
Ray casting for modeling solids
Scott D Roth · Computer Graphics and Image Processing · 1982 · 606 citations