Out of core Polyhedral Union and its Application to Interactive Shadow Rendering
Abstract
Four methods for storing a set of points using a computer are currently known: Boundary representations, Constructive Solid Geometry, Binary Space Partitioning trees, and Nef polyhedra. We describe a time and spaceefficient BSP-based algorithm for computing the union of a set of solids and compare it with the other solid representations. The algorithm does not require that the entire tree fit in memory; it only needs to maintain the path from the root to one node in the tree at a time. We show that the algorithm is practical by providing time and space statistics. We also show the benefit of using the resulting union solid for computing interactive shadows.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG06:141-148,
booktitle = {Theory and Practice of Computer Graphics 2006},
editor = {Louise M. Lever and Mary McDerby},
title = {{Out of core Polyhedral Union and its Application to Interactive Shadow Rendering}},
author = {Fedorkiw, J. and Smith, C. and Ghali, S.},
year = {2006},
publisher = {The Eurographics Association},
ISBN = {3-905673-59-2},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG06/141-148}
}
booktitle = {Theory and Practice of Computer Graphics 2006},
editor = {Louise M. Lever and Mary McDerby},
title = {{Out of core Polyhedral Union and its Application to Interactive Shadow Rendering}},
author = {Fedorkiw, J. and Smith, C. and Ghali, S.},
year = {2006},
publisher = {The Eurographics Association},
ISBN = {3-905673-59-2},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG06/141-148}
}