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DC poleHodnotaJazyk
dc.contributor.authorSanna, Andrea
dc.contributor.authorMontuschi, Paolo
dc.contributor.editorSkala, Václav
dc.date.accessioned2015-09-24T12:17:35Z
dc.date.available2015-09-24T12:17:35Z
dc.date.issued1998
dc.identifier.citationJournal of WSCG. 1998, vol. 6, no. 1-3.en
dc.identifier.issn1213-6972 (print)
dc.identifier.issn1213-6980 (CD-ROM)
dc.identifier.issn1213-6964 (online)
dc.identifier.urihttp://wscg.zcu.cz/wscg1998/wscg98.htm
dc.identifier.urihttp://hdl.handle.net/11025/15940
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectanimované vykreslovánícs
dc.subjectkonstruktivní prostorová geometriecs
dc.titleAn efficient algorithm for ray casting of CSG animation framesen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedThis paper presents a new algorithm to generate ray casted 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 with each box a CSG sub-tree encapsulated and two flags denoting if the box has changed in the current frame and if it will change in the next frame, respectively. We show with two examples the advantages of our technique when compared with an algorithm which entirely renders each frame of an animation. For the test sequences the intersections with CSG objects may be reduced about up to one fifth. while the rendering may be computed up to four times faster.en
dc.subject.translatedanimation renderingen
dc.subject.translatedconstructive solid geometryen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 6, number 1-3 (1998)

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