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Computing / Stencil buffer / Z-buffering / Rasterisation / Rendering / Hidden surface determination / OpenGL / Constructive solid geometry / Shadow mapping / 3D computer graphics / Computer graphics / Imaging


Linear-time CSG Rendering of Intersected Convex Objects Nigel Stewart, Geoff Leach and Sabu John RMIT School of Computer Science and Information Technology GPO Box 2476v Melbourne, 3001
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Document Date: 2004-03-13 11:53:20


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File Size: 615,88 KB

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Company

ANCA Pty. Ltd. / IBM / NVIDIA / /

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Facility

RMIT University / OpenGL Arch / /

IndustryTerm

pre-processing step / real-time interactive applications / image-space intersection algorithm / b-rep pre-processing / subtractive algorithm / z-buffer hardware / z-buffer graphics hardware / stand-alone algorithm / graphics hardware / trickle algorithm / real-time interactive graphics / multi-pass algorithm / multi-pass image-space algorithm / graphics-hardware based algorithms / linear-time processing / make image-space algorithms / pre-processing / z-buffer processing / z-buffer processing phase / pre-processing phase / /

OperatingSystem

Linux / /

Organization

Sabu John RMIT School of Computer Science / SCS CSG / RMIT Department of Mechanical / Review Board / RMIT University / Co-Operative Research Center for Intelligent Manufacturing Systems & Technologies / /

Person

Sabu John / Addison Wesley / Geoff Leach / Turk / /

Product

GeForce3 OpenGL / /

ProgrammingLanguage

FALSE / C / /

PublishedMedium

Computer Graphics / /

Region

Central Europe / /

Technology

SCS algorithms / image-space intersection algorithm / trickle algorithm / multi-pass algorithm / make image-space algorithms / 3.4 SCS Rendering Algorithm / purely subtractive algorithm / SCS-Sequence algorithm / stand-alone algorithm / Linux / SCS algorithm / Information Technology / SCS-Intersect algorithm / SCSSubtract algorithm / SCSIntersect algorithm / 3 SCS ALGORITHM / multi-pass image-space algorithm / graphics-hardware based algorithms / simulation / specialised algorithm / 2.1 Algorithm / SCS-ZClip algorithm / SCS CSG Rendering algorithm / SCSZClip algorithms / SCS-ZClip algorithms / handled using the SCS-Intersect algorithm / /

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