Rendering techniques for hardware-accelerated image-based CSG
Files
Date issued
2004
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
UNION Agency
Abstract
Image-based CSG rendering algorithms for standard graphics hardware rely on multipass rendering that includes
reading and writing large amounts of pixel data from and to the frame buffer. Since the performance of this data
path has hardly improved over the last years, we describe new implementation techniques that efficiently use
modern graphics hardware. 1) The render-to-texture ability is used to temporarily store shape visibility, avoiding
the expensive copy of z-buffer content to external memory. Shape visibility is encoded discretely instead of
using depth values. Hence, the technique is also not susceptible to artifacts in contrast to previously described
methods. 2) We present an image-based technique for calculating the depth complexity of a CSG shape that
avoids reading and analyzing pixel data from the frame buffer. Both techniques optimize various CSG rendering
algorithms, namely the Goldfeather and the layered Goldfeather algorithm, and the Sequenced-Convex-
Subtraction (SCS) algorithm. This way, these image-based CSG algorithms now operate accelerated by graphics
hardware and, therefore, represent a significant improvement towards real-time image-based CSG rendering for
complex models.
Description
Subject(s)
konstruktivní prostorová geometrie, vykreslovací algoritmy, prostorové modelování
Citation
Journal of WSCG. 2004, vol. 12, no. 1-3, p. 269-276.