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...
Enregistré dans:
| Auteur principal: | |
|---|---|
| Format: | Livre numérique |
| Langue: | Anglais |
| Publié: |
Berlin [etc.] :
Springer
[20..].
Cham : Springer Nature |
| Collection: | Lecture notes in computer science
703 |
| Sujets: | |
| Accès en ligne: | Accès sur la plateforme de l'éditeur Accès sur la plateforme Istex Accès Université d'Orléans Accès INSA CVL |
| Note: |
Archives Springer e-books (Licence nationale) Archives Springer e-books (Licence nationale) |
| Autres localisations: | Voir dans le Sudoc |
| 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 |
Table des matières:
- 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.

