000 03531nam a22005295i 4500
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
024 7 _a10.1007/BFb0029813
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
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.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg,
_c1993.
300 _aX, 210 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v703
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.
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
999 _c35520
_d35520