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    Out of core Polyhedral Union and its Application to Interactive Shadow Rendering

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    141-148.pdf (296.1Kb)
    Date
    2006
    Author
    Fedorkiw, J.
    Smith, C.
    Ghali, S.
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    Abstract
    Four methods for storing a set of points using a computer are currently known: Boundary representations, Constructive Solid Geometry, Binary Space Partitioning trees, and Nef polyhedra. We describe a time and spaceefficient BSP-based algorithm for computing the union of a set of solids and compare it with the other solid representations. The algorithm does not require that the entire tree fit in memory; it only needs to maintain the path from the root to one node in the tree at a time. We show that the algorithm is practical by providing time and space statistics. We also show the benefit of using the resulting union solid for computing interactive shadows.
    BibTeX
    @inproceedings {LocalChapterEvents:TPCG:TPCG06:141-148,
    booktitle = {Theory and Practice of Computer Graphics 2006},
    editor = {Louise M. Lever and Mary McDerby},
    title = {{Out of core Polyhedral Union and its Application to Interactive Shadow Rendering}},
    author = {Fedorkiw, J. and Smith, C. and Ghali, S.},
    year = {2006},
    publisher = {The Eurographics Association},
    ISBN = {3-905673-59-2},
    DOI = {10.2312/LocalChapterEvents/TPCG/TPCG06/141-148}
    }
    URI
    http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG06/141-148
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