TY - GEN

T1 - 3D scan-conversion algorithms for voxel-based graphics

AU - Kaufman, Arie

AU - Shimony, Eyal

N1 - Publisher Copyright:
© ACM 1987.

PY - 1987/1/1

Y1 - 1987/1/1

N2 - 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.

AB - 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.

UR - http://www.scopus.com/inward/record.url?scp=85034228244&partnerID=8YFLogxK

U2 - 10.1145/319120.319126

DO - 10.1145/319120.319126

M3 - Conference contribution

AN - SCOPUS:85034228244

T3 - Proceedings of the 1986 Workshop on Interactive 3D Graphics, I3D 1986

SP - 45

EP - 75

BT - Proceedings of the 1986 Workshop on Interactive 3D Graphics, I3D 1986

A2 - Crow, Frank

A2 - Pizer, Stephen M.

PB - Association for Computing Machinery, Inc

T2 - 1986 Workshop on Interactive 3D Graphics, I3D 1986

Y2 - 22 October 1986 through 24 October 1986

ER -