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Journal ArticleDOI

A worst-case efficient algorithm for hidden-line elimination †

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TLDR
This work presents a plane-sweep-based hidden-line-elimination algorithm for 2-dimensional projections of scenes consiting of arbitrary polyhedra, which requires, in the worst case, 0(n log n) space and 0((n + k) log2 n) time.
Abstract
Many practical algorithms for hidden-line and surface elimination in a 2-dimensional projection of a 3-dimensional scene have been proposed. However surprisingly little theoretical analysis of the algorithms has been carried out. Indeed no non-trivial lower bounds for the problem are known. We present a plane-sweep-based hidden-line-elimination algorithm for 2-dimensional projections of scenes consiting of arbitrary polyhedra. It requires, in the worst case0(n log n) space and 0((n + k) log2 n) time, where n is the number of edges in the 3-dimensional scene, and k is the number of edge intersections in the specific projection.

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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

New algorithms for special cases of the hidden line elimination problem

TL;DR: Three special cases of increasing difficulty and generality of the hidden line elimination problem are studied, and applying some methods from computational geometry these problems can be solved with better worst-case bounds than those of the best known algorithms for the general problem.
Book ChapterDOI

An Isothetic View of Computational Geometry

TL;DR: In this article, the authors survey a number of results, some new, for isothetic polygons in the plane and consider intersection, convexity, combinational, clustering and visibility problems.
Journal ArticleDOI

A fast algorithm for the Boolean masking problem

TL;DR: It is proved that when the polygons are presented using a hierarchical description language the problem becomes NP-hard, and how this approach can be used to solve the i-contour problem of computational geometry and the hidden-line-elimination problem of computer graphics is discussed.
Journal ArticleDOI

The contour problem for rectilinear polygons

TL;DR: This time-and space-optimal algorithm to compute the edges of the disjoint polygons, that is, the contour, uses the scan-line paradigm as in two previous approaches to this problem for rectangles, but requires a simpler data structure.
References
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Book

Fundamentals of interactive computer graphics

TL;DR: The foundations of interactive computer graphics are studied in detail in the second part of this monograph on computer graphics theory andUX.
Book

Principles of Interactive Computer Graphics

TL;DR: The principles of interactive computer graphics are discussed in this article, where the authors propose a set of principles for the development of computer graphics systems, including the principles of Interactive Computer Graphics (ICG).
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.

An algorithm for the organization of information

TL;DR: The organization of information placed in the points of an automatic computer is discussed and the role of memory, storage and retrieval in this regard is discussed.
Journal ArticleDOI

A Characterization of Ten Hidden-Surface Algorithms

TL;DR: The paper shows that the order of sorting and the types of sorting used form differences among the existing hidden-surface algorithms.
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