Frustum Casting for Progressive, Interactive Rendering
dc.contributor.author | Teller, Seth | en_US |
dc.contributor.author | Alex, John | en_US |
dc.date.accessioned | 2023-03-29T15:30:14Z | |
dc.date.available | 2023-03-29T15:30:14Z | |
dc.date.issued | 1998-01 | |
dc.identifier.uri | https://hdl.handle.net/1721.1/149867 | |
dc.description.abstract | Efficient visible surface determination algorithms have long been a fundamental goal of computer graphics. We discuss the well-known ray casting problem: given a geometric scene description, a synthetic camera, and a viewport which discretizes the camer | en_US |
dc.relation.ispartofseries | MIT-LCS-TR-740 | |
dc.title | Frustum Casting for Progressive, Interactive Rendering | en_US |