Academic literature on the topic 'Constructive Solid Geometry'

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Journal articles on the topic "Constructive Solid Geometry"

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Laidlaw, David H., W. Benjamin Trumbore, and John F. Hughes. "Constructive solid geometry for polyhedral objects." ACM SIGGRAPH Computer Graphics 20, no. 4 (August 31, 1986): 161–70. http://dx.doi.org/10.1145/15886.15904.

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Wilde, D. J. "Constructive Solid Geometry of the Trihedron." Journal of Mechanisms, Transmissions, and Automation in Design 111, no. 4 (December 1, 1989): 590–96. http://dx.doi.org/10.1115/1.3259041.

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Cameron, S. "Efficient bounds in constructive solid geometry." IEEE Computer Graphics and Applications 11, no. 3 (May 1991): 68–74. http://dx.doi.org/10.1109/38.79455.

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Cameron, Stephen, and Chee-Keng Yap. "Refinement methods for geometric bounds in constructive solid geometry." ACM Transactions on Graphics 11, no. 1 (January 2, 1992): 12–39. http://dx.doi.org/10.1145/102377.123764.

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Davy, J. R., and P. M. Dew. "A polymorphic library for constructive solid geometry." Journal of Functional Programming 5, no. 3 (July 1995): 415–42. http://dx.doi.org/10.1017/s0956796800001416.

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AbstractSolid modelling using constructive solid geometry (CSG) includes many examples of stylised divide-and-conquer algorithms. We identify the sources of these recurrent patterns and describe a Geometric Evaluation Library (GEL) which captures them as higher-order functions. This library then becomes the basis of developing CSG applications quickly and concisely. GEL is currently implemented as a set of separately compiled modules in the pure functional language Hope+. We evaluate our work in terms of performance and general applicability. We also assess the benefits of the functional paradigm in this domain and the merits of programming with a set of higher-order functions.
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Zhang, Yang, Zhen Liu, Xiang Li, Xizhang Wei, and Qianyu Zhang. "Generative recursive network for constructive solid geometry." Electronics Letters 55, no. 14 (July 2019): 785–87. http://dx.doi.org/10.1049/el.2019.1049.

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Eppstein, D. "Asymptotic speed-ups in constructive solid geometry." Algorithmica 13, no. 5 (May 1995): 462–71. http://dx.doi.org/10.1007/bf01190849.

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Wyvill, Geoff, and Tosiyasu L. Kunii. "A functional model for constructive solid geometry." Visual Computer 1, no. 1 (July 1985): 3–14. http://dx.doi.org/10.1007/bf01901265.

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WYVILL, BRIAN, and KEES VAN OVERVELD. "POLYGONIZATION OF IMPLICIT SURFACES WITH CONSTRUCTIVE SOLID GEOMETRY." International Journal of Shape Modeling 02, no. 04 (December 1996): 257–74. http://dx.doi.org/10.1142/s0218654396000142.

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Rossignac, Jaroslaw, and Aristides Requicha. "Depth-Buffering Display Techniques for Constructive Solid Geometry." IEEE Computer Graphics and Applications 6, no. 9 (1986): 29–39. http://dx.doi.org/10.1109/mcg.1986.276544.

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Dissertations / Theses on the topic "Constructive Solid Geometry"

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Tongsiri, Natee. "Constructive solid geometry with projection." Thesis, University of Bath, 2001. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.392208.

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Afshari-Aliabad, Esfandyar. "Automatic refinement of constructive solid geometry models." Thesis, Aston University, 1991. http://publications.aston.ac.uk/10644/.

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Geometric information relating to most engineering products is available in the form of orthographic drawings or 2D data files. For many recent computer based applications, such as Computer Integrated Manufacturing (CIM), these data are required in the form of a sophisticated model based on Constructive Solid Geometry (CSG) concepts. A recent novel technique in this area transfers 2D engineering drawings directly into a 3D solid model called `the first approximation'. In many cases, however, this does not represent the real object. In this thesis, a new method is proposed and developed to enhance this model. This method uses the notion of expanding an object in terms of other solid objects, which are either primitive or first approximation models. To achieve this goal, in addition to the prepared subroutine to calculate the first approximation model of input data, two other wireframe models are found for extraction of sub-objects. One is the wireframe representation on input, and the other is the wireframe of the first approximation model. A new fast method is developed for the latter special case wireframe, which is named the `first approximation wireframe model'. This method avoids the use of a solid modeller. Detailed descriptions of algorithms and implementation procedures are given. In these techniques utilisation of dashed line information is also considered in improving the model. Different practical examples are given to illustrate the functioning of the program. Finally, a recursive method is employed to automatically modify the output model towards the real object. Some suggestions for further work are made to increase the domain of objects covered, and provide a commercially usable package. It is concluded that the current method promises the production of accurate models for a large class of objects.
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Parry, Scott R. "Free-Form Deformations in a Constructive Solid Geometry Modeling System." BYU ScholarsArchive, 1986. https://scholarsarchive.byu.edu/etd/4255.

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No one will question that computers are revolutionizing the design industry. It is pointed out in [Bezier84] that before CAD/CAM, a surface was defined by tracing cross sections on a drawing and then carving these sections in wood, plastic or metal. The final model was determined by someone interpolating between the sections. This labor intensive art is being replaced by techniques of computer aided geometric design.
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Morris, David T. "Parallel algorithms and architectures for the display of constructive solid geometry." Thesis, University of Leeds, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259179.

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Stewart, Nigel Timothy, and nigels@nigels com. "An Image-Space Algorithm for Hardware-Based Rendering of Constructive Solid Geometry." RMIT University. Aerospace, Mechanical and Manufacturing Engineering, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080721.144757.

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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 many situations shorter sequences can be used, in the best case linear. Approaches to s ubtraction 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.
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Buchele, Suzanne Fox. "Three-dimensional binary space partitioning tree and constructive solid geometry tree construction from algebraic boundary representations /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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Gomez, Estrada Giovani. "Analytical and numerical investigations of form-finding methods for tensegrity structures." [S.l. : s.n.], 2007. http://nbn-resolving.de/urn:nbn:de:bsz:93-opus-32405.

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Kirsch, Florian. "Entwurf und Implementierung eines computergraphischen Systems zur Integration komplexer, echtzeitfähiger 3D-Renderingverfahren." Phd thesis, Universität Potsdam, 2005. http://opus.kobv.de/ubp/volltexte/2005/607/.

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Thema dieser Arbeit sind echtzeitfähige 3D-Renderingverfahren, die 3D-Geometrie mit über der Standarddarstellung hinausgehenden Qualitäts- und Gestaltungsmerkmalen rendern können. Beispiele sind Verfahren zur Darstellung von Schatten, Reflexionen oder Transparenz. Mit heutigen computergraphischen Software-Basissystemen ist ihre Integration in 3D-Anwendungssysteme sehr aufwändig: Dies liegt einerseits an der technischen, algorithmischen Komplexität der Einzelverfahren, andererseits an Ressourcenkonflikten und Seiteneffekten bei der Kombination mehrerer Verfahren. Szenengraphsysteme, intendiert als computergraphische Softwareschicht zur Abstraktion von der Graphikhardware, stellen derzeit keine Mechanismen zur Nutzung dieser Renderingverfahren zur Verfügung.

Ziel dieser Arbeit ist es, eine Software-Architektur für ein Szenengraphsystem zu konzipieren und umzusetzen, die echtzeitfähige 3D-Renderingverfahren als Komponenten modelliert und es damit erlaubt, diese Verfahren innerhalb des Szenengraphsystems für die Anwendungsentwicklung effektiv zu nutzen. Ein Entwickler, der ein solches Szenengraphsystem nutzt, steuert diese Komponenten durch Elemente in der Szenenbeschreibung an, die die sichtbare Wirkung eines Renderingverfahrens auf die Geometrie in der Szene angeben, aber keine Hinweise auf die algorithmische Implementierung des Verfahrens enthalten. Damit werden Renderingverfahren in 3D-Anwendungssystemen nutzbar, ohne dass ein Entwickler detaillierte Kenntnisse über sie benötigt, so dass der Aufwand für ihre Entwicklung drastisch reduziert wird.

Ein besonderer Augenmerk der Arbeit liegt darauf, auf diese Weise auch verschiedene Renderingverfahren in einer Szene kombiniert einsetzen zu können. Hierzu ist eine Unterteilung der Renderingverfahren in mehrere Kategorien erforderlich, die mit Hilfe unterschiedlicher Ansätze ausgewertet werden. Dies erlaubt die Abstimmung verschiedener Komponenten für Renderingverfahren und ihrer verwendeten Ressourcen.

Die Zusammenarbeit mehrerer Renderingverfahren hat dort ihre Grenzen, wo die Kombination von Renderingverfahren graphisch nicht sinnvoll ist oder fundamentale technische Beschränkungen der Verfahren eine gleichzeitige Verwendung unmöglich machen. Die in dieser Arbeit vorgestellte Software-Architektur kann diese Grenzen nicht verschieben, aber sie ermöglicht den gleichzeitigen Einsatz vieler Verfahren, bei denen eine Kombination aufgrund der hohen Komplexität der Implementierung bislang nicht erreicht wurde. Das Vermögen zur Zusammenarbeit ist dabei allerdings von der Art eines Einzelverfahrens abhängig: Verfahren zur Darstellung transparenter Geometrie beispielsweise erfordern bei der Kombination mit anderen Verfahren in der Regel vollständig neuentwickelte Renderingverfahren; entsprechende Komponenten für das Szenengraphsystem können daher nur eingeschränkt mit Komponenten für andere Renderingverfahren verwendet werden.

Das in dieser Arbeit entwickelte System integriert und kombiniert Verfahren zur Darstellung von Bumpmapping, verschiedene Schatten- und Reflexionsverfahren sowie bildbasiertes CSG-Rendering. Damit stehen wesentliche Renderingverfahren in einem Szenengraphsystem erstmalig komponentenbasiert und auf einem hohen Abstraktionsniveau zur Verfügung. Das System ist trotz des zusätzlichen Verwaltungsaufwandes in der Lage, die Renderingverfahren einzeln und in Kombination grundsätzlich in Echtzeit auszuführen.
This thesis is about real-time rendering algorithms that can render 3D-geometry with quality and design features beyond standard display. Examples include algorithms to render shadows, reflections, or transparency. Integrating these algorithms into 3D-applications using today’s rendering libraries for real-time computer graphics is exceedingly difficult: On the one hand, the rendering algorithms are technically and algorithmically complicated for their own, on the other hand, combining several algorithms causes resource conflicts and side effects that are very difficult to handle. Scene graph libraries, which intend to provide a software layer to abstract from computer graphics hardware, currently offer no mechanisms for using these rendering algorithms, either.

The objective of this thesis is to design and to implement a software architecture for a scene graph library that models real-time rendering algorithms as software components allowing an effective usage of these algorithms for 3D-application development within the scene graph library. An application developer using the scene graph library controls these components with elements in a scene description that describe the effect of a rendering algorithm for some geometry in the scene graph, but that do not contain hints about the actual implementation of the rendering algorithm. This allows for deploying rendering algorithms in 3D-applications even for application developers that do not have detailed knowledge about them. In this way, the complexity of development of rendering algorithms can be drastically reduced.

In particular, the thesis focuses on the feasibility of combining several rendering algorithms within a scene at the same time. This requires to classify rendering algorithms into different categories, which are, each, evaluated using different approaches. In this way, components for different rendering algorithms can collaborate and adjust their usage of common graphics resources.

The possibility of combining different rendering algorithms can be limited in several ways: The graphical result of the combination can be undefined, or fundamental technical restrictions can render it impossible to use two rendering algorithms at the same time. The software architecture described in this work is not able to remove these limitations, but it allows to combine a lot of different rendering algorithms that, until now, could not be combined due to the high complexities of the required implementation. The capability of collaboration, however, depends on the kind of rendering algorithm: For instance, algorithms for rendering transparent geometry can be combined with other algorithms only with a complete redesign of the algorithm. Therefore, components in the scene graph library for displaying transparency can be combined with components for other rendering algorithms in a limited way only.

The system developed in this work integrates and combines algorithms for displaying bump mapping, several variants of shadow and reflection algorithms, and image-based CSG algorithms. Hence, major rendering algorithms are available for the first time in a scene graph library as components with high abstraction level. Despite the required additional indirections and abstraction layers, the system, in principle, allows for using and combining the rendering algorithms in real-time.
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Cui, Song. "Hardware mapping of critical paths of a GaAs core processor for solid modelling accelerator /." Title page, contents and abstract only, 1996. http://web4.library.adelaide.edu.au/theses/09PH/09phc9661.pdf.

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Foretník, Jan. "Architektura, geometrie a výpočetní technika." Doctoral thesis, Vysoké učení technické v Brně. Fakulta architektury, 2010. http://www.nusl.cz/ntk/nusl-233224.

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The topic of this thesis is geometry, its practical usage in architect’s profession (especially its application in computer design and realization of buildings) and its current way of teaching at schools of architecture. The thesis systematically describes geometric objects’ construction and properties, its modelling in CAD systems and examples of its usage in architecture, in some cases including the way of its realization. Geometric objects are systematically organized into chapters about point, curves, surfaces and solids. The outcome of the thesis is a concept of geometry courses modification in the way that they encourage the spatial imagination development instead of “drill” and the gained knowledge is directly useful in architect’s profession. A supplementary research (in appendix) analyses the state-of-the-art of teaching of geometry at selected schools of architecture in Europe and its effect to spatial imagination development. The research was focused at contents and form of the selected geometry courses and its influence to spatial imagination.
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Books on the topic "Constructive Solid Geometry"

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Chekhov, Leonid. Two-dimensional quantum gravity. Edited by Gernot Akemann, Jinho Baik, and Philippe Di Francesco. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780198744191.013.30.

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This article discusses the connection between large N matrix models and critical phenomena on lattices with fluctuating geometry, with particular emphasis on the solvable models of 2D lattice quantum gravity and how they are related to matrix models. It first provides an overview of the continuum world sheet theory and the Liouville gravity before deriving the Knizhnik-Polyakov-Zamolodchikov scaling relation. It then describes the simplest model of 2D gravity and the corresponding matrix model, along with the vertex/height integrable models on planar graphs and their mapping to matrix models. It also considers the discretization of the path integral over metrics, the solution of pure lattice gravity using the one-matrix model, the construction of the Ising model coupled to 2D gravity discretized on planar graphs, the O(n) loop model, the six-vertex model, the q-state Potts model, and solid-on-solid and ADE matrix models.
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Book chapters on the topic "Constructive Solid Geometry"

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Davy, John R., Hossain Deldari, and Peter M. Dew. "Constructive Solid Geometry using Algorithmic Skeletons." In Programming Paradigms in Graphics, 69–84. Vienna: Springer Vienna, 1995. http://dx.doi.org/10.1007/978-3-7091-9457-7_6.

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Fujimoto, Akira, Christopher G. Perrott, and Kansei Iwata. "Environment for Fast Elaboration of Constructive Solid Geometry." In Advanced Computer Graphics, 20–33. Tokyo: Springer Japan, 1986. http://dx.doi.org/10.1007/978-4-431-68036-9_2.

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Getto, P. "Fast Ray Tracing of Unevaluated Constructive Solid Geometry Models." In New Advances in Computer Graphics, 563–78. Tokyo: Springer Japan, 1989. http://dx.doi.org/10.1007/978-4-431-68093-2_36.

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Ahmed, Faez, Bishakh Bhattacharya, and Kalyanmoy Deb. "Constructive Solid Geometry Based Topology Optimization Using Evolutionary Algorithm." In Advances in Intelligent Systems and Computing, 227–38. India: Springer India, 2012. http://dx.doi.org/10.1007/978-81-322-1038-2_20.

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Encarnaçāo, L. M., and A. G. A. Requicha. "Direct Graphic User Interaction with Modelers Based on Constructive Solid Geometry." In Beiträge zur Graphischen Datenverarbeitung, 176–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-77811-7_14.

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Cameron, Stephen, and Jarek Rossignac. "Relationship Between S-bounds and Active Zones in Constructive Solid Geometry." In Theory and Practice of Geometric Modeling, 369–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 1989. http://dx.doi.org/10.1007/978-3-642-61542-9_23.

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Dunnington, D. R., A. Saia, A. de Pennington, and G. L. Smith. "Constructive Solid Geometry with Sculptured Primitives Using Inner and Outer Sets." In Theory and Practice of Geometric Modeling, 127–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 1989. http://dx.doi.org/10.1007/978-3-642-61542-9_9.

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Hamza, Karim, and Kazuhiro Saitou. "Optimization of Constructive Solid Geometry Via a Tree-Based Multi-objective Genetic Algorithm." In Genetic and Evolutionary Computation – GECCO 2004, 981–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-24855-2_110.

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Yamagiwa, M., F. Sugimoto, and M. Yoneyama. "Reconstruction of the Ultrasonic Image by the Combination of Genetic Programming and Constructive Solid Geometry." In Acoustical Imaging, 245–50. Dordrecht: Springer Netherlands, 2008. http://dx.doi.org/10.1007/978-1-4020-8823-0_34.

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Li, M., F. C. Langbein, and R. R. Martin. "Constructing Regularity Feature Trees for Solid Models." In Geometric Modeling and Processing - GMP 2006, 267–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11802914_19.

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Conference papers on the topic "Constructive Solid Geometry"

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Lysenko, Mikola. "Realtime constructive solid geometry." In ACM SIGGRAPH 2007 sketches. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1278780.1278789.

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Rossignac, Jaroslaw R. "Constraints in constructive solid geometry." In the 1986 workshop. New York, New York, USA: ACM Press, 1987. http://dx.doi.org/10.1145/319120.319129.

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Laidlaw, David H., W. Benjamin Trumbore, and John F. Hughes. "Constructive solid geometry for polyhedral objects." In the 13th annual conference. New York, New York, USA: ACM Press, 1986. http://dx.doi.org/10.1145/15922.15904.

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Wilde, D. J. "Constructive Solid Geometry of the Trihedron." In ASME 1988 Design Technology Conferences. American Society of Mechanical Engineers, 1988. http://dx.doi.org/10.1115/detc1988-0002.

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Abstract As a first step toward a Constructive Solid Geometry for designing general polyhedra, this paper develops the set theory of the trihedron, loosely speaking any set combination of three planar half spaces (monohedra). The trihedron can be decomposed precisely into its primitive monohedra and its CSG-tree of union or intersection operations with no designer topological input other than the convexity or concavity of each edge, giving a human-computer interface simpler than those for existing right-hand rule boundary representation methods. The somewhat visual trigonometric concepts of classical solid geometry are formulated in terms of vectors and matrices appropriate for numerical computation. This reorganization may be useful not only for designers of CAD systems, but also for educators seeking to strengthen and modernize the geometric education of engineering students wonting to make full use of CAD/CAM technology.
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Aguilera, A., and D. Ayala. "Orthogonal polyhedra as geometric bounds in constructive solid geometry." In the fourth ACM symposium. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/267734.267754.

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Leff, L., and D. Y. Y. Yun. "Constructive solid geometry: a symbolic computation approach." In the fifth ACM symposium. New York, New York, USA: ACM Press, 1986. http://dx.doi.org/10.1145/32439.32464.

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Sharma, Gopal, Rishabh Goyal, Difan Liu, Evangelos Kalogerakis, and Subhransu Maji. "CSGNet: Neural Shape Parser for Constructive Solid Geometry." In 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2018. http://dx.doi.org/10.1109/cvpr.2018.00578.

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Anderson, J. A. D. W., G. D. Sullivan, and K. D. Baker. "Constrained Constructive Solid Geometry a Unique Representation of Scenes." In Alvey Vision Conference 1988. Alvey Vision Club, 1988. http://dx.doi.org/10.5244/c.2.14.

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Buchele, Suzanne F., and Richard H. Crawford. "Three-dimensional halfspace constructive solid geometry tree construction from implicit boundary representations." In the eighth ACM symposium. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/781606.781629.

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KODIYALAM, SRINIVAS, VIRENDRA KUMAR, and PETER FINNIGAN. "A constructive solid geometry approach to three-dimensional shape optimization." In 32nd Structures, Structural Dynamics, and Materials Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1991. http://dx.doi.org/10.2514/6.1991-1211.

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Reports on the topic "Constructive Solid Geometry"

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Goldfeather, Jack, Steven Molnar, Greg Turk, and Henry Fuchs. Near Real-Time CSG (Constructive Solid Geometry) Rendering Using Tree Normalization and Geometric Pruning. Fort Belvoir, VA: Defense Technical Information Center, January 1988. http://dx.doi.org/10.21236/ada201085.

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Yapp, Clifford W. An Investigation into Conversion from Non-Uniform Rational B-Spline Boundary Representation Geometry to Constructive Solid Geometry. Fort Belvoir, VA: Defense Technical Information Center, December 2015. http://dx.doi.org/10.21236/ada624518.

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