000 | 03531nam a22005295i 4500 | ||
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001 | 978-3-540-47896-6 | ||
003 | DE-He213 | ||
005 | 20160624102027.0 | ||
007 | cr nn 008mamaa | ||
008 | 121227s1993 gw | s |||| 0|eng d | ||
020 |
_a9783540478966 _9978-3-540-47896-6 |
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024 | 7 |
_a10.1007/BFb0029813 _2doi |
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050 | 4 | _aT385 | |
072 | 7 |
_aUML _2bicssc |
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072 | 7 |
_aCOM012000 _2bisacsh |
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082 | 0 | 4 |
_a006.6 _223 |
245 | 1 | 0 |
_aRay Shooting, Depth Orders and Hidden Surface Removal _h[electronic resource] / _cedited by Mark Berg. |
260 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg, _c1993. |
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264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg, _c1993. |
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300 |
_aX, 210 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aLecture Notes in Computer Science, _x0302-9743 ; _v703 |
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505 | 0 | _aComputational 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. | |
520 | _aComputational 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 | 0 | _aComputer science. | |
650 | 0 | _aComputer graphics. | |
650 | 0 | _aComputer vision. | |
650 | 0 | _aCombinatorics. | |
650 | 0 | _aGeometry. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aImage Processing and Computer Vision. |
650 | 2 | 4 | _aGeometry. |
650 | 2 | 4 | _aCombinatorics. |
700 | 1 |
_aBerg, Mark. _eeditor. |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783540570202 |
786 | _dSpringer | ||
830 | 0 |
_aLecture Notes in Computer Science, _x0302-9743 ; _v703 |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/BFb0029813 |
942 |
_2EBK6226 _cEBK |
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999 |
_c35520 _d35520 |