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3D scan-conversion algorithms for voxel-based graphics
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 1986 workshop on Interactive 3D graphics table of contents
Chapel Hill, North Carolina, United States
Pages: 45 - 75  
Year of Publication: 1987
ISBN:0-89791-228-4
Authors
Arie Kaufman  Department of Computer Science, SUNY at Stony Brook, Stony Brook, NY
Eyal Shimony  Center of Computer Graphics, Department of Mathematics & Computer Science, Ben-Gurion University of the Negev, Beer-Sheva 84120, Israel
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 50,   Downloads (12 Months): 177,   Citation Count: 36
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ABSTRACT

An assortment of algorithms, termed three-dimensional (3D) scan-conversion algorithms, is presented. These algorithms scan-convert 3D geometric objects into their discrete voxel-map representation within a Cubic Frame Buffer (CFB). The geometric objects that are studied here include three-dimensional lines, polygons (optionally filled), polyhedra (optionally filled), cubic parametric curves, bicubic parametric surface patches, circles (optionally filled), and quadratic objects (optionally filled) like those used in constructive solid geometry: cylinders, cones, and spheres. All algorithms presented here do scan-conversion with computational complexity which is linear in the number of voxels written to the CFB. All algorithms are incremental and use only additions, subtractions, tests and simpler operations inside the inner algorithm loops. Since the algorithms are basically sequential, the temporal complexity is also linear. However, the polyhedron-fill and sphere-fill algorithms have less than linear temporal complexity, as they use a mechanism for writing a voxel run into the CFB. The temporal complexity would then be linear with the number of pixels in the object's 2D projection. All algorithms have been implemented as part of the CUBE Architecture, which is a voxel-based system for 3D graphics. The CUBE architecture is also presented.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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CITED BY  36

Collaborative Colleagues:
Arie Kaufman: colleagues
Eyal Shimony: colleagues