| RAPPOPORT A. AND SPITZ, S. 1997. Interactive Boolean Operations for Conceptual Design of 3-D Solids. ACM SIGGRAPH Conference on Computer Graphics, 269-278. |
....However, the color consistency check is very time consuming. Even with today s computational power, they are still too slow to be ready for real time applications. The visual hull can also be computed using CSG (con structive solid geometry) intersection of silhouette cones. Rappoport et al. [15] use the stencil buffer to render general CSG models interactively. But they do not handle textured 3D objects. Debevec et al. 5] and Buehler et al. 3] map images from multiple viewpoints onto a 3D object using projective texturing [16] The geometry information of the 3D object must be known a ....
Ari Rappoport and Steven Spitz. Interactive Boolean operations for conceptual design of 3-D solids. In SIGGRAPH'97 Proceedings, pages 269-- 278, August 1997.
....However, the color consistency check is very time consuming. Even with today s computational power, they are still too slow to be ready for real time applications. The visual hull can also be computed using CSG (con structive solid geometry) intersection of silhouette cones. Rappoport et al. [15] use the stencil buffer to render general CSG models interactively. But they do not handle textured 3D objects. Debevec et al. 5] and Buehler et al. 3] map images from multiple viewpoints onto a 3D object using projective texturing [16] The geometry information of the 3D object must be known a ....
Ari Rappoport and Steven Spitz. Interactive Boolean operations for conceptual design of 3-D solids. In SIGGRAPH'97 Proceedings, pages 269-- 278, August 1997.
....representation. All voxels falling outside of the silhouette view are eliminated from the volume. This process is repeated for each reference image. The resulting volume is a quantized representation of the visual hull according to the given volumetric grid. There has been considerable work [4,8] on Boolean operations on the 3D polyhedra. Most the algorithms require decomposing the input polyhedra to convex polyhedra. Then, the operations are carried out on the convex polyhedra. It has been also shown that the exact sampling of the visual hull (i.e. an image of the visual hull) from ....
Rappoport, A., and S. Spitz. "Interactive Boolean Operations for Conceptual Design of 3D solids." SIGGRAPH 97, 269-278.
....presented in this thesis is that it minimizes artifacts resulting from this quantization. 2.2.3 CSG Rendering A number of algorithms have been developed for the fast rendering of CSG models, but most are ill suited for the task of real time model extraction. The algorithm described by Rappoport [24], requires that each solid be first decomposed to a union of convex primitives. This decomposition can prove expensive for complicated silhouettes. Similarly, the algorithm described in [9] requires a rendering pass for each layer of depth complexity. The method presented in this thesis does not ....
Rappoport, A., and S. Spitz. "Interactive Boolean Operations for Conceptual Design of 3D solids." SIGGRAPH 97, 269-278.
....for geometric design or machining simulation. The relative simplicity and robustness of implementation, the interactive flexibility of dynamic CSG trees, and the potential for pixel parallelisation[Molna88] make image space algorithms attractive for some applications. Existing CSG rendering methods[Goldf89, Wiega96, Rappo97, Stewa00] generally require time, where is the number of leaf nodes in the CSG tree. This requirement is due to the general strategy of comparing every pair of objects. This can be improved by taking advantage of depth complexity[Stewa98] the number of objects covering each pixel) ....
A. Rappoport and S. Spitz. Interactive boolean operations for conceptual design of 3d solids. Computer Graphics (SIGGRAPH '97 Proceedings), 31:269--278, Aug 1997.
....in this paper, we will still refer to this extended model as CSG model. Due to the lack of explicit representation of surface boundaries, CSG display is not directly supported by standard graphics systems. Although several interactive CSG rendering algorithms have previously been developed [8, 13, 17, 20], they cannot be directly applied when volume data sets are involved. In principle, there are two potential solutions for the rendering of volumetric CSG models. The first is to explicitly extract an iso surface from the volume data set, and convert the model into a regular geometric CSG model, ....
Ari Rappoport and S. Spitz. Interactive Boolean operations for conceptual design of 3D solids. Computer Graphics, SIGGRAPH '97, pages 269--278, August 1997.
....graphics techniques, such as volume rendering and voxelization, have been attracting enormous research attention recently. But they have not yet played a significant role in solid modeling and its CAD CAM applications. Although there have been many fast rendering algorithms for CSG models[6, 9], volume based techniques have the benefit of explicitly generating the volume representations for the CSG models, which can be very useful for many volume related operations such as volume rendering, integral property computation, finite element analysis and layered manufacturing for rapid ....
Ari Rappoport and S. Spitz. Interactive Boolean operations for conceptual design of 3D solids. Computer Graphics, SIGGRAPH'97, pages 269--278, August 1997.
....as the zero level iso surface of a scalar valued function f : IR 3 # IR. To efficiently process volume representations, one generates a discrete approximation of the continuous scalar field f by sampling the function on a sufficiently fine spatial grid g i, j,k . In the area of volume graphics [13, 15, 26, 34], techniques have been investigated to use volume representations as a universal graphics primitive and to visualize and modify such representations directly without intermediate conversion. However, in many geometric modeling and processing applications, explicit surface representations are ....
A. Rappoport, S. Spitz, Interactive boolean operations for conceptual design of 3D solids, Computer Graphics (SIGGRAPH 97 Proceedings), 1997, 269 -- 278
....or polyhedral model. This is accomplished by merging the cone intersection calculation with the rendering process, resulting in an algorithm similar in spirit to CSG ray casting [15] However, sometimes an explicit three dimensional model of the visual hull is desired. There has been work [4, 14] on general Boolean operations on 3D polyhedra. Most of these algorithms require decomposing the input polyhedra into convex polyhedra. Then, the operations are carried out on the convex polyhedra. By contrast, our algorithm makes no convexity assumptions; instead we exploit the fact that each of ....
Rappoport, A. and Spitz, S., "Interactive Boolean Operations for Conceptual Design of 3D Solids," SIGGRAPH 1997, pp. 269-278.
....intersection operation ( T ) 7 An unevaluated CSG representation is in the form of a tree with the operands (the transforms and Boolean operators) at the nodes and the solid primitives at the leaves (see Figure 2. 3) Although some display algorithms operate on unevaluated CSG trees directly [56], for analysis purposes it is generally necessary to convert the CSG tree to an evaluated representation such as a b rep. Figure 2.3: A CSG tree describing a wedge of Swiss cheese as the intersection of a cylinder and two half spaces, minus several spheres. The spheres are ....
....these patches do not need to be water tight to render views for manual process planning, or even for finite element analyses such as computational fluid dynamics. Some CSG rendering algorithms, such as the ray tracing algorithm described in Foley et al. 20] or constrained difference aggregates [56], do not even need to calculate the intersections explicitly. Sometimes implicit unions occur where separate shells intersect. Such implicit unions look correct on the screen, but SFF software may process them inconsistently. The QuickSlice 6.2 software [70] that ships with fused deposition ....
Ari Rappoport and Steven Spitz. Interactive Boolean Operations for Conceptual Design of 3-D Solids. In Computer Graphics Proceedings, pages 269--78, Los Angeles, CA, August 1997. ACM SIGGRAPH.
....grid. A major advantage of our viewdependent method is that it minimizes artifacts resulting from this quantization. CSG Rendering. A number of algorithms have been developed for the fast rendering of CSG models, but most are ill suited for our task. The algorithm described by Rappoport [24], 1 2 3 Figure 2 Computing the IBVH involves three steps. First, the desired ray is projected onto a reference image. Next, the intervals where the projected ray crosses the silhouette are determined. Finally, these intervals are lifted back onto the desired ray where they can be intersected ....
Rappoport, A., and S. Spitz. "Interactive Boolean Operations for Conceptual Design of 3D solids." SIGGRAPH 97, 269-278.
....that no b rep clipping is required, and the approach can take advantage of hardware graphics acceleration including hardware z buffer. One disadvantage of the z buffer approach is the dependence on z buffer copying, which is not optimised in many hardware rendering environments. Hybrid Algorithms [11] Clipping surfaces by using a combination of the previously mentioned techniques has the advantage that computational load is spread across CPU and graphics hardware. Figure 3: Z buffer parity with respect to a surface. The CSG rendering approach described here is a derivative zbuffer CSG ....
A. Rappoport, S. Spitz, "Interactive Boolean Operations for Conceptual Design of 3-D Solids", Siggraph 97, pp. 269-278
....or list, they have a significant impact on the overall performance of the rendering algorithms. The number of repetitions may be reduced by pre computing some geometric intersections and by using the fact that a z buffer rendering architecture renders correctly unions of overlapping solids [Rossignac86, Rappoport97] The Blist method proposed here transforms in some sense the CSG tree into a decision graph. A primitive classifies a candidate cell and depending on the result, forwards the cell to one or another primitive. The same principle is used in Binary Space Partition (BSP) Trees [Naylor86] Such trees ....
A. Rappoport and S. Spitz, Interactive Boolean Operations for Conceptual Design of 3-D Solids, ACM Computer Graphics, Proceedings Siggraph, pp. 269-278, July 1997.
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RAPPOPORT A. AND SPITZ, S. 1997. Interactive Boolean Operations for Conceptual Design of 3-D Solids. ACM SIGGRAPH Conference on Computer Graphics, 269-278.
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A. Rappoport and S. Spitz, "Interactive Boolean Operations for Conceptual Design of 3-D Solids," Proc. ACM SIGGRAPH, pp. 269--278, 1997.
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A. Rappoport and S. Spitz. Interactive Boolean Operations for Conceptual Design of 3-D Solids. In Proceedings of Siggraph 1997.
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A. Rappoport and S. Spitz. Interactive Boolean Operations for Conceptual Design of 3-D Solids. In Proceedings of Siggraph 1997.
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A. Rappoport and S. Spitz. Interactive Boolean operations for conceptual design for 3-D solids. In Proceedings of ACM SIGGRAPH 97, pages 269--278, 1997.
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Ari Rappoport and Steven Spitz. Interactive boolean operations for conceptual design of 3-d solids. Proceedings of SIGGRAPH 97, pages 269--278, August 1997. Held in Los Angeles, California.
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