Affiliation:
1. University of North Carolina at Chapel Hill
Abstract
Described is a visible surface algorithm and an implementation that generates shaded display of objects with hundreds of polygons rapidly enough for interactive use — several images per second. The basic algorithm, introduced in [Fuchs, Kedem and Naylor, 1980], is designed to handle rigid objects and scenes by preprocessing the object data base to minimize visibility computation cost. The speed of the algorithm is further enhanced by its simplicity, which allows it to be implemented within the internal graphics processor of a general purpose raster system.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Graphics and Computer-Aided Design,General Computer Science
Reference9 articles.
1. Foley J.D. and Van Dam A. Fundamentals of Interactive Computer Graphics Addison Wesley Reading Mass. (1982). Foley J.D. and Van Dam A. Fundamentals of Interactive Computer Graphics Addison Wesley Reading Mass. (1982).
2. On visible surface generation by a priori tree structures
3. Naylor B.F. "A Priori Based Techniques for Determining Visibility Priority for 3-D Scenes" Doctoral Dissertation University of Texas at Dallas (1981). Naylor B.F. "A Priori Based Techniques for Determining Visibility Priority for 3-D Scenes" Doctoral Dissertation University of Texas at Dallas (1981).
Cited by
59 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献