Ray shooting, depth orders and hidden surface removal
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...
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| Format: | Livre numérique |
| Langue: | Anglais |
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Berlin [etc.] :
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[20..].
Cham : Springer Nature |
| Collection: | Lecture notes in computer science
703 |
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| Edition sous un autre format: | • Ray shooting, depth orders and hidden surface removal, Mark de Berg, 1993, Berlin, Springer, 1 vol. (X-201 p.), Lecture notes in computer science, 3-540-57020-9 • Ray Shooting, Depth Orders and Hidden Surface Removal, Texte imprimé, 9783662211854 |
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| 100 | 1 | |a Berg, Mark de, |d 1966- | |
| 245 | 1 | 0 | |a Ray shooting, depth orders and hidden surface removal |c Mark de Berg. |
| 260 | |a Berlin [etc.] : |b Springer. | ||
| 260 | |a Cham : |b Springer Nature, |c [20..]. | ||
| 490 | 0 | |a Lecture notes in computer science |v 703 |x 1611-3349 | |
| 500 | |a Archives Springer e-books (Licence nationale) | ||
| 500 | |a Archives Springer e-books (Licence nationale) | ||
| 505 | 0 | |a 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. | |
| 506 | |a Accès en ligne pour les établissements français bénéficiaires des licences nationales | ||
| 506 | |a Accès soumis à abonnement pour tout autre établissement | ||
| 506 | |a Conditions particulières de réutilisation pour les bénéficiaires des licences nationales. https://www.licencesnationales.fr/springer-nature-ebooks-contrat-licence-ln-2017 | ||
| 520 | |a 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 visible from the view point. These three problems involve issues that are fundamental to three-dimensional computational geometry. The book also contains a large introductory part discussing the techniques used to tackle the problems. This part should interest not only those who need the background for the rest of the book but also anyone who wants to know more about some recent techniques in computational geometry. | ||
| 650 | |a Informatique | ||
| 650 | |a Infographie | ||
| 650 | |a Traitement d'images | ||
| 650 | |a Géométrie |x Informatique | ||
| 650 | |a Analyse combinatoire | ||
| 650 | |a Géométrie | ||
| 776 | 0 | |0 017615100 |t Ray shooting, depth orders and hidden surface removal |f Mark de Berg |d 1993 |c Berlin |n Springer |p 1 vol. (X-201 p.) |s Lecture notes in computer science |z 3-540-57020-9 | |
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