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

dc.contributor.authorFedorkiw, J.en_US
dc.contributor.authorSmith, C.en_US
dc.contributor.authorGhali, S.en_US
dc.contributor.editorLouise M. Lever and Mary McDerbyen_US
dc.date.accessioned2014-01-31T19:53:35Z
dc.date.available2014-01-31T19:53:35Z
dc.date.issued2006en_US
dc.description.abstractFour 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.en_US
dc.description.seriesinformationTheory and Practice of Computer Graphics 2006en_US
dc.identifier.isbn3-905673-59-2en_US
dc.identifier.urihttps://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG06/141-148en_US
dc.publisherThe Eurographics Associationen_US
dc.titleOut of core Polyhedral Union and its Application to Interactive Shadow Renderingen_US
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