Counting and cutting cycles of lines and rods in space

B. Chazelle, H. Edelsbrunner, L. Guibas, R. Pollack, R. Seidel, M. Sharir, J. Snoeyink
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引用次数: 78

Abstract

A number of rendering algorithms in computer graphics sort three-dimensional objects by depth and assume that there is no cycle that makes the sorting impossible. One way to resolve the problem caused by cycles is to cut the objects into smaller pieces. The problem of estimating how many such cuts are always sufficient is addressed. A few related algorithmic and combinatorial geometry problems are considered.<>
在空间中计算和切割线和棒的循环
计算机图形学中的许多渲染算法按深度对三维物体进行排序,并假设不存在使排序不可能的循环。解决由循环引起的问题的一种方法是将物体切成更小的碎片。如何估计这样的削减多少总是足够的问题得到了解决。考虑了几个相关的算法和组合几何问题
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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