Academic literature on the topic 'CSG Rendering'

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Journal articles on the topic "CSG Rendering"

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Wiegand, T. E. "Interactive Rendering of CSG Models." Computer Graphics Forum 15, no. 4 (October 1996): 249–61. http://dx.doi.org/10.1111/1467-8659.1540249.

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Romeiro, Fabiano, Luiz Velho, and Luiz Henrique de Figueiredo. "Scalable GPU rendering of CSG models." Computers & Graphics 32, no. 5 (October 2008): 526–39. http://dx.doi.org/10.1016/j.cag.2008.06.002.

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Salesin, David, and Jorge Stolfi. "Rendering CSG models with a ZZ-buffer." ACM SIGGRAPH Computer Graphics 24, no. 4 (September 1990): 67–76. http://dx.doi.org/10.1145/97880.97887.

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Hable, John, and Jarek Rossignac. "CST: Constructive Solid Trimming for Rendering BReps and CSG." IEEE Transactions on Visualization and Computer Graphics 13, no. 5 (September 2007): 1004–14. http://dx.doi.org/10.1109/tvcg.2007.70411.

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Sanna, A. "A New Algorithm for The Rendering of CSG Scenes." Computer Journal 40, no. 9 (September 1, 1997): 555–64. http://dx.doi.org/10.1093/comjnl/40.9.555.

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Goodrich, Michael T. "An Improved Ray Shooting Method for Constructive Solid Geometry Models Via Tree Contraction." International Journal of Computational Geometry & Applications 08, no. 01 (February 1998): 1–23. http://dx.doi.org/10.1142/s0218195998000023.

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In the Constructive Solid Geometry (CSG) representation a geometric object is described as the hierarchical combination of a number of primitive shapes using the operations union, intersection, subtraction, and exclusive-union. This hierarchical description defines an expression tree, T, called the CSG tree, with leaves associated with primitive shapes, internal nodes associated with operations, and whose "value" is the geometric object. Evaluation of CSG trees is an important computation that arises in many rendering and analysis problems for geometric models, with ray shooting (also known as "ray casting") being one of the most important. Given any CSG tree T, which may be unbalanced, we show how to convert T into a functionally-equivalent binary tree, D, that is balanced. We demonstrate the utility of this conversion by showing how it can be used to improve the worst-case running time for ray shooting against a CSG model from O(n2) to O(n log n), which is optimal. In addition, the practicality of our method has been demonstrated in experimental benchmarking tests using the BRL-CAD package.
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Goldfeather, J., S. Monar, G. Turk, and H. Fuchs. "Near real-time CSG rendering using tree normalization and geometric pruning." IEEE Computer Graphics and Applications 9, no. 3 (May 1989): 20–28. http://dx.doi.org/10.1109/38.28107.

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Gervautz, Michael, and Christoph Traxler. "Representation and realistic rendering of natural phenomena with cyclic CSG graphs." Visual Computer 12, no. 2 (February 1, 1996): 62–74. http://dx.doi.org/10.1007/s003710050048.

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Gervautz, Michael, and Christoph Traxler. "Representation and realistic rendering of natural phenomena with cyclic CSG graphs." Visual Computer 12, no. 2 (February 1996): 62–74. http://dx.doi.org/10.1007/bf01782105.

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Chang, Ray-I., Chung-Yuan Su, and Tsung-Han Lin. "Machine Learning for Texture Segmentation and Classification of Comic Image in SVG Compression." International Journal of Applied Metaheuristic Computing 8, no. 3 (July 2017): 37–52. http://dx.doi.org/10.4018/ijamc.2017070103.

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Raster comic would result in bad quality while zooming in/out. Different approaches were proposed to convert comic into vector format to resolve this problem. The authors have proposed methods to vectorize comic contents to provide not only small SVG file size and rendering time, but also better perceptual quality. However, they do not process texture in the comic images. In this paper, the authors improve their previously developed system to recognize texture elements in the comic and use these texture elements to provide better compression and faster rendering time. They propose texture segmentation techniques to partition comic into texture segments and non-texture segments. Then, the <pattern> element of SVG is applied to represent texture segments. Their method uses CSG (Composite Sub-band Gradient) vector as texture descriptor and uses SVM (Support Vector Machine) to classify texture area in the comic. Then, the ACM (Active Contour Model) combining with CSG vectors is introduced to improve the segmentation accuracy on contour regions. Experiments are conducted using 150 comic images to test the proposed method. Results show that the space savings of our method is over 66% and it can utilize the reusability of SVG syntax to support comic with multiple textures. The average rendering time of the proposed method is over three times faster than the previous methods. It lets vectorized comics have higher performance to be illustrated on modern e-book devices.
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Dissertations / Theses on the topic "CSG Rendering"

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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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Barreto, Isaac Moreira. "CÃlculo do Fator-de-Forma exato entre Ãreas Diferencial e Finita Usando CSG." Universidade Federal do CearÃ, 2008. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=2826.

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Universidade Federal do CearÃ
Os mÃtodos de Ray-Tracing e Radiosidade sÃo os principais representantes dos mÃtodos existentes para resolver o problema de iluminaÃÃo global. Em ambos os mÃtodos se faz necessÃrio saber a taxa de transferÃncia de energia luminosa entre duas Ãreas. Essa taxa de transferÃncia, chamada de fator-de-forma, à um dos pontos principais no mÃtodo de Radiosidade e vem sendo usado cada vez com mais frequÃncia em mÃtodos de Ray-Tracing com fontes luminosas de Ãrea finita. Existem vÃrios mÃtodos para o cÃlculo do fator-de-forma, a maioria deles sÃo aproximativos por uma questÃo de desempenho. PorÃm, em casos especÃficos, o trabalho extra para calcular o valor exato do fator-de-forma pode melhorar o desempenho global do mÃtodo. Em geral, nesses casos, o esforÃo necessÃrio para se obter uma aproximaÃÃo aceitÃvel do valor do fator-de-forma supera o esforÃo necessÃrio para calcular o valor exato em si. AlÃm disso, existem situaÃÃes, tais como a renderizaÃÃo nas Ãreas de fronteiras de sombras, em que uma alta precisÃo à mais importante do que um ganho no desempenho. Nessas situaÃÃes, à desejÃvel que o mÃtodo tenha ao seu dispor uma maneira de calcular o valor exato do fator-de-forma. Neste trabalho à apresentado um mÃtodo para calcular o fator-de-forma exato entre uma Ãrea finita e uma Ãrea diferencial que utiliza de tÃcnicas CSG para identificar as Ãreas ocluÃdas do polÃgono emissor.
The Ray-Tracing and Radiosity methods are the main representatives of the method that solve the global illumination problem. In both mthods it is necessary to know the energy tranfer ratio between two areas. This ratio, called form factor, is one of the key concepts in Radiosity methods and is being more frequently used in Ray-Tracing methods with finite area light sources. There are many methods for the computation of the form factor, most of them are approximative due to a matter of performance, but, in some specific cases, the extra computational effort needed to compute the exact value of the form factor can improve the overall performance of the illumination method. In general, in these cases, the computational effort needed to obtain an acceptable approximation of the form factor outweighs the effort necessary to compute the exact value. Furthermore there are situation, for example, shadow boundary shading, in which a high precision is far more important than a performance gain. In this work we present a method to compute the exact form factor between a finite area and a differential area which uses CSG techniques to identify the ooccluded areas of the source.
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Barreto, Isaac Moreira. "Cálculo do Fator-de-Forma exato entre Áreas Diferencial e Finita Usando CSG." reponame:Repositório Institucional da UFC, 2008. http://www.repositorio.ufc.br/handle/riufc/18115.

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BARRETO, Isaac Moreira. Cálculo do Fator-de-Forma exato entre Áreas Diferencial e Finita Usando CSG. 2008. 55 f. : Dissertação (mestrado) - Universidade Federal do Ceará, Centro de Ciências, Departamento de Computação, Fortaleza-CE, 2008.
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The Ray-Tracing and Radiosity methods are the main representatives of the method that solve the global illumination problem. In both mthods it is necessary to know the energy tranfer ratio between two areas. This ratio, called form factor, is one of the key concepts in Radiosity methods and is being more frequently used in Ray-Tracing methods with finite area light sources. There are many methods for the computation of the form factor, most of them are approximative due to a matter of performance, but, in some specific cases, the extra computational effort needed to compute the exact value of the form factor can improve the overall performance of the illumination method. In general, in these cases, the computational effort needed to obtain an acceptable approximation of the form factor outweighs the effort necessary to compute the exact value. Furthermore there are situation, for example, shadow boundary shading, in which a high precision is far more important than a performance gain. In this work we present a method to compute the exact form factor between a finite area and a differential area which uses CSG techniques to identify the ooccluded areas of the source.
Os métodos de Ray-Tracing e Radiosidade são os principais representantes dos métodos existentes para resolver o problema de iluminação global. Em ambos os métodos se faz necessário saber a taxa de transferência de energia luminosa entre duas áreas. Essa taxa de transferência, chamada de fator-de-forma, é um dos pontos principais no método de Radiosidade e vem sendo usado cada vez com mais frequência em métodos de Ray-Tracing com fontes luminosas de área finita. Existem vários métodos para o cálculo do fator-de-forma, a maioria deles são aproximativos por uma questão de desempenho. Porém, em casos específicos, o trabalho extra para calcular o valor exato do fator-de-forma pode melhorar o desempenho global do método. Em geral, nesses casos, o esforço necessário para se obter uma aproximação aceitável do valor do fator-de-forma supera o esforço necessário para calcular o valor exato em si. Além disso, existem situações, tais como a renderização nas áreas de fronteiras de sombras, em que uma alta precisão é mais importante do que um ganho no desempenho. Nessas situações, é desejável que o método tenha ao seu dispor uma maneira de calcular o valor exato do fator-de-forma. Neste trabalho é apresentado um método para calcular o fator-de-forma exato entre uma área finita e uma área diferencial que utiliza de técnicas CSG para identificar as áreas ocluídas do polígono emissor.
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HUANG, WEN-ZHE, and 黃文哲. "The direct rendering of CSG objects." Thesis, 1992. http://ndltd.ncl.edu.tw/handle/02529502106404585169.

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Book chapters on the topic "CSG Rendering"

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Watanabe, Yasuhiko, and Yasuhito Suenaga. "Parameter-Controlled Hair Rendering in Backlight." In CG International ’90, 175–86. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68123-6_11.

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Takita, Shinichi, Kazufumi Kaneda, Toshio Akinobu, Haruhiko Iriyama, Eihachiro Nakamae, and Tomoyuki Nishita. "A Simple Rendering for Penumbra Caused by Sunlight." In CG International ’90, 187–201. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68123-6_12.

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Buchanan, Darin Lee, and Sudhanshu Kumar Semwal. "A New Front to Back Composition Technique for Volume Rendering." In CG International ’90, 149–74. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68123-6_10.

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Nishita, Tomoyuki, Kazufumi Kaneda, and Eihachiro Nakamae. "High-Quality Rendering of Parametric Surfaces by Using a Robust Scanline Algorithm." In CG International ’90, 493–506. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68123-6_29.

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BROOKER, D. "Rendering with Mental Ray." In Essential CG Lighting Techniques with 3ds Max, 175–202. Elsevier, 2009. http://dx.doi.org/10.1016/b978-0-240-52117-6.50014-2.

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"Rendering with mental ray." In Essential CG Lighting Techniques with 3ds Max, 219–38. Routledge, 2012. http://dx.doi.org/10.4324/9780080491295-19.

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"Rendering with mental ray." In Essential CG Lighting Techniques with 3ds Max, 189–216. Routledge, 2012. http://dx.doi.org/10.4324/9780080927015-17.

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Brooker, Darren. "Chapter 10 > RENDERING WITH MENTAL RAY." In Essential CG Lighting Techniques with 3ds Max, 175–202. Routledge, 2012. http://dx.doi.org/10.4324/9780080927015-12.

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Cruz, Christophe. "Use of Semantics to Manage 3D Scenes in Web Platforms." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 1487–92. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch200.

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Computer graphics have widely spread out into various computer applications. After the early wire-frame computer generated images of the 1960s, spatial representation of objects improved in the 1970s with Boundary Representation (B-Rep) modeling, Constructive Solid Geometry (CSG) objects, and free-form surfaces. Realistic rendering in the 1990s, taking into account sophisticated dynamic interactions (between objects or between objects and human actors, physical interactions with light, and so on) now make 3Dscenes much better than simple 3D representations of the real world. Indeed, they are a way to conceive products (industrial products, art products, and so on) and to modify them over time, either interactively or by simulation of physical phenomena (Faux & Pratt, 1979; Foley, Van Dam, Feiner, & Hughes, 1990; Kim, Huang, & Kim, 2002). Large amounts of data can be generated from such variety of 3D-models. Because there is a wide range of models corresponding to various areas of applications (metallurgy, chemistry, seismology, architecture, arts and media, and so on) (DIS 3D Databases, 2004; Pittarello & De Faveri, 2006; SketchUp from Google, 2006), data representations vary greatly. Archiving these large amounts of information most often remains a simple storage of representations of 3D-scenes (3D images). To our knowledge, there is no efficient way to manipulate, or archive, extract, and modify scenes together with their components. These components may include geometric objects or primitives that compose scenes (3D-geometry and material aspects), geometrics transformations to compose primitives objects, or observation conditions (cameras, lights, and so on). Difficulties arise less in creating 3D-scenes, rather than in the interactive reuse of these scenes, particularly by database queries, such as via Internet. Managing 3Dscenes (e.g., querying a database of architectural scenes by the content, modifying given parameters on a large scale, or performing statistics) remains difficult. This implies that DBMS should use the data structures of the 3D-scene models. Unfortunately, such data structures are often of different or exclusive standards. Indeed, many “standards” exist in computer graphics. They are often denoted by extensions of data files. Let us mention, as examples, 3dmf (Apple’s Quickdraw 3D), 3ds (Autodesk’s 3DStudio), dxf (AutoDesk’s AutoCAD), flt (Multigen’s ModelGen), iv ( Silicon Graphics’ Inventor ), obj ( Wavefront/Alias ), and so on. Many standardization attempts strive to reduce this multiplicity of various formats. In particular, there is Standard for the Exchange of Product model data (STEP) (Fowler, 1995), an international standard for computer representation and exchange of products data. Its goal is to describe data bound to a product as long as it evolves, independently of any particular computer system. It allows file exchanges, but also provides a basis for implementing and sharing product databases. Merging 3D information and textual information allows the definition of the project’s mock-up. As a matter of fact, 3D information describes CAD objects of the project and textual added information gives semantic information on geometries. The main issues are the sharing and the exchange of the digital mock-up. The next section explains how we use a digital mock-up to create an information system with the help of the semantic included in geometric information. Information is exchanged and shared through a Web Platform.
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"Questions Q 55-1 Under what circumstances does Art. 55 CISG apply? Q 55-2 a) Divide the corresponding provisions from the other legal systems into two groups, a rather liberal group which allows for a contract where the contract price has not been determined, and a group representing a rather narrow interpretation. b) Where, on a scale from very strict to flexible provisions, would you place Art. 55 CISG? Q 55-3 a) Sometimes, courts or tribunals try to determine a missing price with a view to ‘saving’ the contract or rendering it effective. Under which circumstances will there definitely be no contract under the CISG, notwithstanding the possibility provided by Art. 55? b) In which of the provisions from other legal systems stated above is this legal position made particularly clear? Q 55-4 a) How is the missing contract price to be determined under Art. 55 CISG? b) To what do the other legal provisions refer? c) On the determination of the sales price, read, in particular, Art. 57 ULIS. What changes have been made in Art. 55 CISG? Is there another domestic sales law provision providing for a similar solution to Art. 57 ULIS? Is there still a difference between Art. 57 ULIS and that other domestic rule? d) Do you regard Art. 55 CISG as giving quite clear instructions on how to establish the missing purchase price? Cf. with Art. 5.7 UP 2004, Art. 6:104 PECL. Q 55-5 What happens if there is no contract price ascertainable?" In International Sales Law, 461–65. Routledge-Cavendish, 2007. http://dx.doi.org/10.4324/9780203945445-150.

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Conference papers on the topic "CSG Rendering"

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Romeiro, Fabiano, Luiz Velho, and Luiz Henrique de Figueiredo. "Hardware-assisted CSG rendering." In ACM SIGGRAPH 2006 Research posters. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179622.1179761.

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Romeiro, Fabiano, Luiz Velho, and Luiz De Figueiredo. "Hardware-assisted Rendering of CSG Models." In 2006 19th Brazilian Symposium on Computer Graphics and Image Processing. IEEE, 2006. http://dx.doi.org/10.1109/sibgrapi.2006.24.

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Chao, Ming, and Wei Zhao. "An Efficient Algorithm for CSG Rendering." In ASME 1993 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/cie1993-0029.

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Abstract CAD modelling encompasses many problems, from realistic rendering to process planning. This paper presents a new surface scanning algorithm for five typical primitives (block, sphere, cylinder, cone and torus). The algorithm is efficient and robust. The speed of scanning mainly depends on the 2D screen area on which the primitive surface casts, while back-face is eliminated before scanning. Since primitive surfaces are scanned from their algebraic definition, a compact database can be maintained. A new approach of utilising space-coherence to minimise the process time for point-membership classification is described.
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Peng, Bo, Kok-Lim Low, and Thai-Duong Hoang. "Real-time CSG rendering using fragment sort." In the 17th ACM Symposium. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1889863.1889884.

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Kelley, Michael, Kirk Gould, Brent Pease, Stephanie Winner, and Alex Yen. "Hardware accelerated rendering of CSG and transparency." In the 21st annual conference. New York, New York, USA: ACM Press, 1994. http://dx.doi.org/10.1145/192161.192196.

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Stewart, Nigel, Geoff Leach, and Sabu John. "An improved z-buffer CSG rendering algorithm." In the ACM SIGGRAPH/EUROGRAPHICS workshop. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/285305.285308.

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Salesin, David, and Jorge Stolfi. "Rendering CSG models with a ZZ-buffer." In the 17th annual conference. New York, New York, USA: ACM Press, 1990. http://dx.doi.org/10.1145/97879.97887.

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Stewart, Nigel, Geoff Leach, and Sabu John. "Improved CSG rendering using overlap graph subtraction sequences." In the 1st international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/604471.604484.

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Chen, Hongsheng, and Shiaofen Fang. "A volumetic approach to interactive CSG modeling and rendering." In the fifth ACM symposium. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/304012.304058.

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Guha, Sudipto, Shankar Krishnan, Kamesh Munagala, and Suresh Venkatasubramanian. "Application of the two-sided depth test to CSG rendering." In the 2003 symposium. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/641480.641513.

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Reports on the topic "CSG Rendering"

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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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