his paper presents a new algorithm to generate ray-cast CSG animation frames. We consider sequences of frames where only the objects can move; in this way, we take advantage of the high screen area coherence of this kind of animation. A new definition of bounding box allows us to reduce the number of pixels to be computed for the frames after the first. We associate a CSG subtree and two new flags, denoting if the box has changed in the current frame and if it will change in the next frame, with each box. We show with three examples the advantages of our technique when compared with an algorithm which entirely renders each frame of an animation. Intersections with CSG objects may be reduced to about one-fifth, while the rendering may be com...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
Image-based CSG rendering algorithms for standard graphics hardware rely on multipass rendering that...
We propose a fast algorithm for rendering general irregular grids. Our method uses a sweep-plane app...
his paper presents a new algorithm to generate ray-cast CSG animation frames. We consider sequences ...
This paper presents a new algorithm to generate ray casted CSG animation frames. We consider sequen...
The generation of 3-D solid objects, and more generally solid geometric modelling, is very important...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
Ray tracing acceleration methods are usually applied to scenes defined by triangle meshes.These scen...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
We present a new and efficient algorithm to generate rendered animation. With respect to the approac...
We present a novel method to create perpetual animations from a small set of given keyframes. Existi...
Though ray tracing has recently become interactive, its high precomputation time for building spatia...
Several computer graphics algorithms (such as ray-tracing) heavily relate their performances to the ...
In this thesis various optimizations for the ray-marching algorithm are introduced to efficiently re...
We present a technique that aims at exploiting temporal coherence of ray casted walkthroughs. Our go...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
Image-based CSG rendering algorithms for standard graphics hardware rely on multipass rendering that...
We propose a fast algorithm for rendering general irregular grids. Our method uses a sweep-plane app...
his paper presents a new algorithm to generate ray-cast CSG animation frames. We consider sequences ...
This paper presents a new algorithm to generate ray casted CSG animation frames. We consider sequen...
The generation of 3-D solid objects, and more generally solid geometric modelling, is very important...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
Ray tracing acceleration methods are usually applied to scenes defined by triangle meshes.These scen...
The majority of computer graphics images are generated as part of a sequence of animation frames. Th...
We present a new and efficient algorithm to generate rendered animation. With respect to the approac...
We present a novel method to create perpetual animations from a small set of given keyframes. Existi...
Though ray tracing has recently become interactive, its high precomputation time for building spatia...
Several computer graphics algorithms (such as ray-tracing) heavily relate their performances to the ...
In this thesis various optimizations for the ray-marching algorithm are introduced to efficiently re...
We present a technique that aims at exploiting temporal coherence of ray casted walkthroughs. Our go...
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow ...
Image-based CSG rendering algorithms for standard graphics hardware rely on multipass rendering that...
We propose a fast algorithm for rendering general irregular grids. Our method uses a sweep-plane app...