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Ray Shooting, Depth Orders and Hidden Surface Removal [[electronic resource] /] / by Mark de Berg



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Autore: Berg Mark de Visualizza persona
Titolo: Ray Shooting, Depth Orders and Hidden Surface Removal [[electronic resource] /] / by Mark de Berg Visualizza cluster
Pubblicazione: Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 1993
Edizione: 1st ed. 1993.
Descrizione fisica: 1 online resource (X, 210 p.)
Disciplina: 006.6/6/01516
Soggetto topico: Computer graphics
Signal processing
Image processing
Speech processing systems
Artificial intelligence
Optical data processing
Geometry
Combinatorics
Computer Graphics
Signal, Image and Speech Processing
Artificial Intelligence
Image Processing and Computer Vision
Note generali: Bibliographic Level Mode of Issuance: Monograph
Nota di contenuto: 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.
Sommario/riassunto: 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.
Titolo autorizzato: Ray shooting, depth orders and hidden surface removal  Visualizza cluster
ISBN: 3-540-47896-5
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 996466158403316
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Serie: Lecture Notes in Computer Science, . 0302-9743 ; ; 703