Now showing items 1-2 of 2

    • Frustum Casting for Progressive, Interactive Rendering 

      Teller, Seth; Alex, John (1998-01)
      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 ...
    • Immediate-Mode Ray-Casting 

      Alex, John; Teller, Seth (1999-06)
      We propose a simple modification to the classical polygon rasterization pipeline that enables exact, efficient raycasting of bounded implicit surfaces without the use of a global spatial data structure bounding hierarchy. ...