his paper presents a new algorithm to generate ray-cast 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 a CSG subtree and two new flags, denoting if the box has changed in the current frame and if it will change in the next frame, with each box. We show with three examples the advantages of our technique when compared with an algorithm which entirely renders each frame of an animation. Intersections with CSG objects may be reduced to about one-fifth, while the rendering may be computed up to four times faster for the test sequences.
|Titolo:||An Efficient Algorithm for Ray Casting of CSG Animation Frames|
|Data di pubblicazione:||1998|
|Digital Object Identifier (DOI):||10.1002/(SICI)1099-1778(1998100)9:4<229::AID-VIS188>3.0.CO;2-T|
|Appare nelle tipologie:||1.1 Articolo in rivista|
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