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Efficient Ray Shooting and Hidden Surface Removal
 ALGORITHMICA
, 1991
"... In this paper we study the ray shooting problem for three special classes of polyhedral objects in space: axisparallel polyhedra, curtains (unbounded polygons with three edges, two of which are parallel to the zaxis and extend downward to minus infinity) and fat horizontal triangles (triangles ..."
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Cited by 33 (5 self)
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In this paper we study the ray shooting problem for three special classes of polyhedral objects in space: axisparallel polyhedra, curtains (unbounded polygons with three edges, two of which are parallel to the zaxis and extend downward to minus infinity) and fat horizontal triangles (triangles
A Survey of Augmented Reality
, 1997
"... This paper surveys the field of Augmented Reality, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the ch ..."
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Cited by 446 (0 self)
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This paper surveys the field of Augmented Reality, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality. 1. Introduction 1.1 Goals This paper surveys the current stateoftheart in Augmented Reality. It describes work performed at many different sites and explains the issues and problems encountered when ...
RAY SHOOTING AND PARAMETRIC SEARCH
, 1993
"... Efficient algorithms for the ray shooting problem are presented: Given a collection F of objects in d, build a data structure so that, for a query ray, the first object of F hit by the ray can be quickly determined. Using the parametric search technique, this problem is reduced to the segment emptin ..."
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Cited by 130 (24 self)
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query ray, for searching nearest and farthest neighbors, and for the hidden surface removal. All the data structures can be maintained dynamically in amortized time O (m + / n) per insert/delete operation.
The Hero with a Thousand Faces
, 1972
"... Botiingen Foundation, andpttt.!.,.: b % / ,.,;:,c,m B<,.ik.*, second ..."
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Cited by 353 (0 self)
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Botiingen Foundation, andpttt.!.,.: b % / ,.,;:,c,m B<,.ik.*, second
Generalized Hidden Surface Removal
 COMPUT. GEOM. THEORY APPL
, 1993
"... In this paper we study the following generalization of the classical hidden surface removal problem: given a set S of objects, a view point and a point light source, compute which parts of the objects in S are visible, subdivided into parts that are lit and parts that are not lit. We prove ..."
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Cited by 4 (1 self)
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In this paper we study the following generalization of the classical hidden surface removal problem: given a set S of objects, a view point and a point light source, compute which parts of the objects in S are visible, subdivided into parts that are lit and parts that are not lit. We prove
Efficient HiddenSurface Removal in Theory and in Practice
, 1999
"... A central component of rendering is hiddentsurface removal. Given a set of objects, compute the scrne visible from the viewpoint as projected onto the image plane, we would like to compute the first object that is intersected by a ray from the view point passing theough a given point. Examining var ..."
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Cited by 5 (0 self)
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A central component of rendering is hiddentsurface removal. Given a set of objects, compute the scrne visible from the viewpoint as projected onto the image plane, we would like to compute the first object that is intersected by a ray from the view point passing theough a given point. Examining
Network Centric Warfare: Developing and Leveraging Information Superiority
 Command and Control Research Program (CCRP), US DoD
, 2000
"... the mission of improving DoDâ€™s understanding of the national security implications of the Information Age. Focusing upon improving both the state of the art and the state of the practice of command and control, the CCRP helps DoD take full advantage of the opportunities afforded by emerging technolo ..."
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Cited by 308 (5 self)
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technologies. The CCRP pursues a broad program of research and analysis in information superiority, information operations, command and control theory, and associated operational concepts that enable us to leverage shared awareness to improve the effectiveness and efficiency of assigned missions. An important
Repetitive Hidden Surface Removal for Polyhedra
 J. Algorithms
, 1995
"... The repetitive hiddensurfaceremoval problem can be rephrased as the problem of finding the most compact representation of all views of a polyhedral scene that allows efficient online retrieval of a single view. We assume that a polyhedral scene in 3space is given in advance and is preprocesse ..."
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Cited by 4 (0 self)
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The repetitive hiddensurfaceremoval problem can be rephrased as the problem of finding the most compact representation of all views of a polyhedral scene that allows efficient online retrieval of a single view. We assume that a polyhedral scene in 3space is given in advance
Efficient Hidden Surface Removal for Objects with Small Union Size
, 1991
"... Let S be a set of n nonintersecting objects in space for which we want to determine the portions visible from some viewing point. We assume that the objects are ordered by depth from the viewing point (e.g., they are all horizontal and are viewed from infinity from above). In this paper we give ..."
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Cited by 50 (15 self)
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Let S be a set of n nonintersecting objects in space for which we want to determine the portions visible from some viewing point. We assume that the objects are ordered by depth from the viewing point (e.g., they are all horizontal and are viewed from infinity from above). In this paper we give an algorithm that computes the visible portions in time O((U(n)+ k)log 2 n), where U(n ) is a superadditive bound on the maximal complexity of the union of (the projections on a viewing plane of) any n objects from the family under consideration, and k is the complexity of the resulting visibility map. The algorithm uses O(U(n)logn) working storage. The algorithm is useful when the objects are "fat" in the sense that the union of the projection of any subset of them has small (i.e., subquadratic) complexity. We present three applications of this general technique: (i) For disks (or balls in space) we have U(n) = O(n), thus the visibility map can be computed in time O((n + k) log 2 n). (ii) For 'fat' triangles (where each internal angle is at least some fixed 0 degrees) we have U(n) = O(nloglogn) and the algorithm runs in time O((n log log n + k)log 2 n). (iii) The method also applies to computing the visibility map for a polyhedral terrain viewed from a fixed point, and yields an O((na(n)+ k)logn) algorithm.
Results 1  10
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16,765