Stewart, NigelLeach, GeoffJohn, SabuS. N. Spencer2014-02-062014-02-0619980-89791-097-X1727-3471https://doi.org/10.2312/EGGH/EGGH98/025-030We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), (where n is the number of primitives), an O(lcn) (where k is depth complexity) algorithm may be substituted. For cases where k is less than n this translates into a significant performance gain.1.3.5 [Computing Methodologies]Computer GraphicsConstructive solid geometry (CSG) 1.3.3 [Computing Methodologies]Computer GraphicsDisplay Algorithms 1.3.1 [Computing Methodologies]Computer GraphicsHardware ArchitectureAn Improved Z-Buffer CSG Rendering Algorithm