Ray Shooting, Depth Orders and Hidden Surface Removal

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Computational geometry is the part of theoretical computer science that concerns itself with geometrical objects; it aims to define efficient algorithms for problems involving points, lines, polygons, and so on. The field has gained popularity very rapidly during the last decade. This is partly due to the many application areas of computational geometry and partly due to the beauty of the field itself. This monograph focuses on three problems that arise in three-dimensional computational geometry. The first problem is the ray shooting problem: preprocess a set of polyhedra into a data structure such that the first polyhedron that is hit by a query ray can be determined quickly. The second problem is that of computing depth orders: we want to sort a set of polyhedra such thatif one polyhedron is (partially) obscured by another polyhedron then it comes first in the order. The third problem is the hidden surface removal problem: given a set of polyhedra and a view point, compute which parts of the polyhedra are visible from the view point. These three problems involve issues that are fundamental to three-dimensional computational geometry. The book also contains a large introductory part discussing the techniques used to tackle the problems. This part should interest not only those who need the background for the rest of the book but also anyone who wants to know more about some recent techniques in computational geometry.

Author(s): Mark de Berg (eds.)
Series: Lecture Notes in Computer Science 703
Edition: 1
Publisher: Springer-Verlag Berlin Heidelberg
Year: 1993

Language: English
Pages: 210
Tags: Computer Graphics; Image Processing and Computer Vision; Geometry; Combinatorics

Computational geometry and computer graphics....Pages 2-9
Preliminaries....Pages 11-35
Introduction....Pages 38-41
A general strategy....Pages 43-51
Ray shooting from a fixed point....Pages 53-65
Ray shooting into a fixed direction....Pages 67-84
Ray shooting with arbitrary rays....Pages 85-106
Conclusions....Pages 107-108
Introduction....Pages 110-113
Depth orders in the plane....Pages 115-133
Depth orders in three dimensions....Pages 135-144
Conclusions....Pages 145-146
Introduction....Pages 148-154
Non-intersecting polyhedra....Pages 155-162
Intersecting polyhedra....Pages 163-168
Dynamization....Pages 169-180
Conclusions....Pages 181-183