We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), (where n is the number of primitives), an O(kn) (where k is depth complexity) algorithm may be substituted. For cases where k is less than n this translates into a significant performance gain.
CITATION STYLE
Stewart, N., Leach, G., & John, S. (1998). Improved z-buffer CSG rendering algorithm. Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics Hardware, 25–30. https://doi.org/10.1145/285305.285308
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