authors |
Rossignac, Jaroslaw R. and Requicha, Aristides A. G. |
year |
1986 |
title |
Depth- Buffering Display Techniques for Constructive Solid Geometry |
source |
IEEE Computer Graphics and Applications. September, 1986. vol. 6: pp. 29-39 : ill. some col. includes bibliography |
summary |
Solid modelers based on constructive solid geometry (CSG) typically generate shaded displays directly from CSG by using ray-casting techniques, which do not require information 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-buffering 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 |
keywords |
geometric modeling, CSG, display, computer graphics |
series |
CADline |
references |
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last changed |
2003/06/02 13:58 |
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