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ABSTRACT
In this paper we study the following generalization of the classical hidden surface removal problem: given a set S of objects, a view point and a point light source, compute which parts of the objects in S are visible, subdivided into parts that are lit and parts that are not lit.
We prove tight bounds on the maximum combinatorial complexity of such views and give efficient output-sensitve algorithms to compute the views for three cases: (i) S consists of non-intersecting triangles, (ii) S consists of horizontal axis-parallel rectangles, (iii) S is the set of faces of a polyhedral terrain.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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B. Chazelle , H. Edelsbrunner , L. Guibas , M. Sharir, Lines in space-combinators, algorithms and applications, Proceedings of the twenty-first annual ACM symposium on Theory of computing, p.382-393, May 14-17, 1989, Seattle, Washington, United States
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M. de Berg , D. Halperin , M. Overmars , J. Snoeyink , M. van Kreveld, Efficient ray shooting and hidden surface removal, Proceedings of the seventh annual symposium on Computational geometry, p.21-30, June 10-12, 1991, North Conway, New Hampshire, United States
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