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Journal ArticleDOI

A fast line-sweep algorithm for hidden line elimination

Otto Nurmi
- 01 Sep 1985 - 
- Vol. 25, Iss: 3, pp 466-472
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TLDR
It is shown how the same modifications which have been applied to segment trees can be applied to the data structure of Swart and Ladner as well, leading to anO((n+k)logn) time hidden line elimination algorithm that improves the fastest previous line-sweep algorithm for the problem by a factorO(logn).
Abstract
Fast hidden line elimination algorithms can be obtained by minor modifications to algorithms developed for reporting intersections of polygons. We show how the same modifications which have been applied to segment trees can be applied to the data structure of Swart and Ladner as well, leading to anO((n+k)logn) time hidden line elimination algorithm (n is the number of boundary edges of the input polygons andk is the number of intersections of the edges on the projection plane). The algorithm improves the fastest previous line-sweep algorithm for the problem by a factorO(logn).

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Citations
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Journal ArticleDOI

Worst-case optimal hidden-surface removal

TL;DR: Two corollaries to the result are (1) hidden-lines can be removed in optimal O(n2) time, and (2) the portion of a 3-D polyhedron visible from a given interior point is constructible in optimal S(n-2) time.
Journal ArticleDOI

Optimal binary space partitions for orthogonal objects

TL;DR: In this paper, the problem of minimizing the size of binary space partition (BSP) for given inputs has been studied for orthogonal objects, a case which arises frequently in practice.
Proceedings ArticleDOI

An efficient output-sensitive hidden surface removal algorithm and its parallelization

TL;DR: This paper presents an algorithm for hidden surface removal for a class of polyhedral surfaces which have a property that they can be ordered relatively quickly like the terrain maps and presents a parallel algorithm based on a similar approach.
Proceedings ArticleDOI

Hidden curve removal for free form surfaces

TL;DR: A technique is described to extract the visible curves for a given scene without the need to approximate the surface by polygons, producing higher quality results than polygon based algorithms, as most of the output set has an exact representation.
Journal ArticleDOI

Efficient hidden surface removal for objects with small union size

TL;DR: An algorithm that computes the visible portions of a set of n non-intersecting objects in space in time O((U(n)+k)log2n), where U(n') is a super-additive bound on the maximal complexity of the union of (the projections on a viewing plane of) any n' objects from the family under consideration, and k is the complexity ofthe resulting visibility map.
References
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Journal ArticleDOI

Algorithms for Reporting and Counting Geometric Intersections

TL;DR: Algorithms that count the number of pairwise intersections among a set of N objects in the plane and algorithms that report all such intersections are given.
Journal ArticleDOI

An Optimal Worst Case Algorithm for Reporting Intersections of Rectangles

TL;DR: This paper investigates the problem of reporting all intersecting pairs in a set of n rectilinearly oriented rectangles in the plane and describes an algorithm that solves this problem in worst case time proportional to n lg n + k, where k is the number of interesecting pairs found.
Journal ArticleDOI

Comments on “algorithms for reporting and counting geometric intersections”

TL;DR: Comments on the paper by Bentley and Ottman (ibid., vol.28, p.643-7, 1979) which presents an algorithm for reporting all K intersections among planar line segments in 0(N+K) log time and 0(n+1) log storage, which shows that storage requirement can be reduced to 0(i) with no increase in computational time.
Proceedings ArticleDOI

Raster-scan hidden surface algorithm techniques

TL;DR: Two new techniques are presented for reducing the number of depth calculations in hidden surface elimination and a technique for increasing the parallelism of operations allows the calculation to be done more rapidly in hardware.
Proceedings ArticleDOI

A visible polygon reconstruction algorithm

TL;DR: An algorithm for determining visible lines or visible surfaces in polygonal form, at object resolution, is presented, which is useful for smooth shaded or textured images, as well as the for creation of shadows.