Rendering Techniques for Hardware-Accelerated Image-Based CSG

Image-based CSG rendering algorithms for standard graphics hardware rely on multipass rendering that includes reading and writing large amounts of pixel data from and to the frame buffer. Since the performance of this data path has hardly improved over the last years, we describe new implementation techniques that efficiently use modern graphics hardware. 1) The render-to-texture ability is used to temporarily store shape visibility, avoiding the expensive copy of z-buffer content to external memory. Shape visibility is encoded discretely instead of using depth values. Hence, the technique is also not susceptible to artifacts in contrast to previously described methods. 2) We present an image-based technique for calculating the depth complexity of a CSG shape that avoids reading and analyzing pixel data from the frame buffer. Both techniques optimize various CSG rendering algorithms, namely the Goldfeather and the layered Goldfeather algorithm, and the Sequenced-ConvexSubtraction (SCS) algorithm. This way, these image-based CSG algorithms now operate accelerated by graphics hardware and, therefore, represent a significant improvement towards real-time image-based CSG rendering for complex models.

[1]  Henry Fuchs,et al.  Near real-time CSG rendering using tree normalization and geometric pruning , 1989, IEEE Computer Graphics and Applications.

[2]  J. Meigs,et al.  WHO Technical Report , 1954, The Yale Journal of Biology and Medicine.

[3]  J William,et al.  IEEE Computer Graphics and Applications , 2019, Computer.

[4]  S. Griffis EDITOR , 1997, Journal of Navigation.

[5]  Chris Wynn Using P-Buffers for Off-Screen Rendering in OpenGL , 2001 .

[6]  Geoff Leach,et al.  A Z-Buffer CSG Rendering Algorithm for Convex Objects , 2000, WSCG.

[7]  ARISTIDES A. G. REQUICHA,et al.  Representations for Rigid Solids: Theory, Methods, and Systems , 1980, CSUR.

[8]  Henry Fuchs,et al.  Fast constructive-solid geometry display in the pixel-powers graphics system , 1986, SIGGRAPH.

[9]  Cass W. Everitt,et al.  Interactive Order-Independent Transparency , 2001 .

[10]  Geoff Leach,et al.  Linear-Time CSG Rendering of Intersected Convex Objects , 2002, WSCG.

[11]  Roberto Scopigno,et al.  Computer Graphics forum , 2003, Computer Graphics Forum.

[12]  Robert F. Tobler,et al.  General Purpose Z-Buffer CSG Rendering with Consumer Level Hardware , 2000 .

[13]  Geoff Leach,et al.  An improved z-buffer CSG rendering algorithm , 1998, Workshop on Graphics Hardware.

[14]  Geoff Leach,et al.  Improved CSG rendering using overlap graph subtraction sequences , 2003, GRAPHITE '03.

[15]  G. G. Stokes "J." , 1890, The New Yale Book of Quotations.

[16]  Sudipto Guha,et al.  Application of the two-sided depth test to CSG rendering , 2003, I3D '03.

[17]  T. F. Wiegand,et al.  Interactive Rendering of CSG Models , 1996, Comput. Graph. Forum.