"Active Zones for in CSG for Accelerating Boundary Evaluation, Redundancy Elimination, Interference Detection and Shading Algorithms", J.R. Rossignac & H. Voelcker, ACM TOG, 8(1), January 1989, P.51-87.

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This paper is cited in the following contexts:
Real-Time Animation of Objects Modelled using.. - O'Loughlin, O'Sullivan (1999)   (Correct)

....minimum number of frames per second generally accepted for smooth animations is ten, as with less than 10 FPS animations appear jerky and unpleasant to users. Boyse and Gilchrist 82] propose rendering a CSG based solid by first constructing another model of it using algorithms such as that from [Rossignac and Voelcker 89] This creates a Boundary Representation, or B Rep, model from the CSG model. The B Rep is then rendered 3 . This is too slow for real time animation on low end hardware such as PC s, however, and would require dedicated graphics systems such as that proposed in [Nassar 92] for adequate ....

"Active Zones for in CSG for Accelerating Boundary Evaluation, Redundancy Elimination, Interference Detection and Shading Algorithms", J.R. Rossignac & H. Voelcker, ACM TOG, 8(1), January 1989, P.51-87.

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