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Ray Shooting, Depth Orders and Hidden Surface Removal. 1st ed. 1993

種類:
電子ブック
責任表示:
by Mark de Berg
出版情報:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 1993
著者名:
シリーズ名:
Lecture Notes in Computer Science ; 703
ISBN:
9783540478966 [3540478965]  CiNii Books  Calil
注記:
Computational geometry and computer graphics -- Preliminaries -- A general strategy -- Ray shooting from a fixed point -- Ray shooting into a fixed direction -- Ray shooting with arbitrary rays -- Conclusions -- Depth orders in the plane -- Depth orders in three dimensions -- Conclusions -- Non-intersecting polyhedra -- Intersecting polyhedra -- Dynamization -- Conclusions.
Computational geometry is the part of theoretical computer science that concerns itself with geometrical objects; it aims to define efficient algorithms for problems involving points, lines, polygons, and so on. The field has gained popularity very rapidly during the last decade. This is partly due to the many application areas of computational geometry and partly due to the beauty of the field itself. This monograph focuses on three problems that arise in three-dimensional computational geometry. The first problem is the ray shooting problem: preprocess a set of polyhedra into a data structure such that the first polyhedron that is hit by a query ray can be determined quickly. The second problem is that of computing depth orders: we want to sort a set of polyhedra such thatif one polyhedron is (partially) obscured by another polyhedron then it comes first in the order. The third problem is the hidden surface removal problem: given a set of polyhedra and a view point, compute which parts of the polyhedra are
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