4 research outputs found

    Surface Reconstruction from Constructive Solid Geometry for Interactive Visualization

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    A method is presented for constructing a set of triangles that closely approximates the surface of a constructive solid geometry model. The method subdivides an initial triangulation of the model’s primitives into triangles that can be classified accurately as either on or off of the surface of the whole model, and then recombines these small triangles into larger ones that are still either entirely on or entirely off the surface. Subdivision and recombination can be done in a preprocessing step, allowing later rendering of the triangles on the surface (i.e., the triangles visible from outside the model) to proceed at interactive rates. Performance measurements confirm that this method achieves interactive rendering speeds. This approach has been used with good results in an interactive scientific visualization program

    Interactive ray tracing of arbitrary implicits with SIMD interval arithmetic

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    Journal ArticleWe present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic (IA) both for robust root computation and guaranteed detection of topological features. In conjunction with ray tracing, this allows for rendering literally any programmable implicit function simply from its definition. Our method requires neither special hardware, nor preprocessing or storage of any data structure. Efficiency is achieved through SIMD optimization of both the interval arithmetic computation and coherent ray traversal algorithm, delivering interactive results even for complex implicit functions

    An image-space algorithm for hardware-based rendering of constructive solid geometry

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    A new approach to image-space hardware-based rendering of Constructive Solid Geometry (CSG) models is presented. The work is motivated by the evolving functionality and performance of computer graphics hardware. This work is also motivated by a specific industrial application --- interactive verification of five axis grinding machine tool programs. The goal is to minimise the amount of time required to render each frame in an animation or interactive application involving boolean combinations of three dimensional shapes. The Sequenced Convex Subtraction (SCS) algorithm utilises sequenced subtraction of convex objects for the purpose of interactive CSG rendering. Concave shapes must be decomposed into convex shapes for the purpose of rendering. The length of Permutation Embedding Sequences (PESs) used as subtraction sequences are shown to have a quadratic lower bound. In ma ny situations shorter sequences can be used, in the best case linear. Approaches to subtraction sequence encoding are presented including the use of object-space overlap information. The implementation of the algorithm is experimentally shown to perform better on modern commodity graphics hardware than previously reported methods. This work also examines performance aspects of the SCS algorithm itself. Overall performance depends on hardware characteristics, the number and spatial arrangement of primitives, and the structure and boolean operators of the CSG tree

    Hardware-assisted rendering of CSG models

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    Current methods that interactively render reasonably complex CSG objects are image based and are severely bandwidth limited. This paper presents a new approach to raytracing CSG objects composed of convex primitives that combines spatial subdivision and ray-tracing methods. By performing spatial subdivision on the CSG object until locally it is simple enough to be rendered effectively and efficiently on a GPU, we are able to share the load more evenly between the CPU and the GPU and depend less on bandwidth and more on GPU instruction throughput than current methods, hence obtaining better scalability with newer hardware
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