By Willem F. Bronsvoort, Frederik W. Jansen, Frits H. Post (auth.), Gérald Garcia, Ivan Herman (eds.)
This publication is a suite of a number of tutorials from the EUROGRAPHICS '90 convention in Montreux. The convention used to be held less than the motto "IMAGES: Synthesis, research and Interaction", and the tutorials, partially offered during this quantity, mirror the convention subject matter. As such, this quantity offers a different number of complex texts on 'traditional' com puter snap shots in addition to of tutorials on picture processing and photo reconstruction. as with every the volumes of the sequence "Advances in machine Graphics", the individuals are top specialists of their respective fields. The bankruptcy layout and show of stable types presents a longer creation to interactive portraits options for layout, quick exhibit, and fine quality rendering of stable types. The textual content makes a speciality of concepts for positive good Geometry (CSG). The stick with ing themes are handled intensive: interactive layout strategies (specification of curves, surfaces and solids; graphical person interfaces; procedural languages and direct manipulation) and reveal ideas (depth-buffer, scan-line and ray-tracing ideas; CSG category options; efficiency-improving equipment; software program and implementations).
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Extra info for Advances in Computer Graphics: Images: Synthesis, Analysis, and Interaction
This method is described in detail in section 6. To improve the efficiency of CSG ray classification, the size of the CSG tree can be reduced. If the ray tracing process proceeds in scanline order, a list of 'active' primitives can be 36 kept that intersect the horizontal plane through a given scanline. The tree can be dynamically pruned at every scanline transition where new primitives become active, or a primitive in the list becomes inactive, and thus can be removed from the list, leaving only the nodes that may be visited during a traversal for classification on the current scanline (Bronsvoort et al 1984).
3. 4. As a final step, overlapping and adjacent inteIVals belonging to the evaluated object can be merged. The problem of classification is thus reduced to a one-dimensional operation: combining inteIVals on a straight line. This is a great simplification compared with a full 3D boundary evaluation, and even compared with the 2D classification used in the scanline algorithm discussed in section 6. 3. Ray classification (van Wijk J986b). 4. Top-down ray classification algorithm. If the intersection points are found in depth order along the ray path (which can for instance be achieved using spatial subdivision methods), a more efficient depth order classification method using bottom-up tree traversal can be used.
Nl) oJ .. lot(hJ) 02 .. nl) oJ .. 6. User interface/or direct manipulation. The geometric and topological parametrization can be manipulated with the geometric tree. Constraints are visualized by symbols and arrows (van Emmerik 1990). 5. CSG Ray Tracing Until here, modelling techniques have been discussed, with different types of geometries and representations. 5). A CSG model, as specified by a CSG tree, can be displayed in two different ways. First, the model can be converted into a boundary representation, which can then be displayed using any of the standard types of display algorithms, such as scanline or depth buffer algorithms.