Frustum Casting for Progressive, Interactive Rendering
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
Main Authors: | , |
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Published: |
2023
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Online Access: | https://hdl.handle.net/1721.1/149867 |
Summary: | 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 |
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