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Ray Shooting, Depth Orders and Hidden Surface Removal
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What this work says
Outgoing claims: the papers this work cites, builds on, or argues with.
inferredcites →https://doi.org/10.1109/sfcs.1989.63541openalex-snapshot
Output-sensitive hidden surface removal
What points at this work
Incoming claims: where this work appears in other papers’ reference lists and arguments.
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Almost Tight Bounds for Eliminating Depth Cycles in Three Dimensions
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Removing Depth-Order Cycles Among Triangles: An Algorithm Generating Triangular Fragments
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Generalized hidden surface removal
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REMOVED: BIBLIOGRAPHY
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Arrangements and Their Applications**Work by PA. was supported by Army Research Office MURI grant DAAH04-96-1-0013, by a Sloan fellowship, by an NYI award, and by a grant from the U.S.–Israeli Binational Science Foundation. Work by M.S. was supported by NSF Grants CCR-91-22103 and CCR-93-11127, by…
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Applications of Computational Geometry to Geographic Information Systems
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Geometric Data Structures
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The spherical visibility map
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Ray shooting and stone throwing with near-linear storage
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Ray shooting and intersection searching amidst fat convex polyhedra in 3-space
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Computing the visibility map of fat objects
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Decompositions and boundary coverings of non-convex fat polyhedra
inferred← citeshttps://doi.org/10.1016/j.comgeo.2012.01.006openalex-snapshot
The union of colorful simplices spanned by a colored point set
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Watchman tours for polygons with holes
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Optimal visibility-based path and motion planning of mobile observers for 3-D objects
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On comparing ray shooting algorithms
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Analysis and construction of worst-case optimal ray shooting algorithms
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Interactive ray tracing with the visibility complex
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A system to place observers on a polyhedral terrain in polynomial time
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Binary Space Partitions: Recent Developments
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Visibility Computations on Hierarchical Triangulated Terrain Models
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Error and complexity of random walk Monte Carlo radiosity
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The lazy sweep ray casting algorithm for rendering irregular grids
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Placing observers to cover a polyhedral terrain in polynomial time
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Removing Depth-Order Cycles among Triangles: An Efficient Algorithm Generating Triangular Fragments
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Fast Polyhedral Cell Sorting for Interactive Rendering of Unstructured Grids
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On Ray Shooting for Triangles in 3-Space and Related Problems
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CONSTRUCTING THE CITY VORONOI DIAGRAM FASTER
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Vertical ray shooting for fat objects
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Pareto envelopes in R3 under l1 and l∞ distance functions
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Cutting triangular cycles of lines in space
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Applications of graph partitioning algorithms to terrain visibility and shortest path problems.
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An Algorithm for Computing Constrained Reflection Paths in Simple Polygon
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Pix2Vex: Image-to-Geometry Reconstruction using a Smooth Differentiable Renderer
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Dense point sets have sparse Delaunay triangulations: or "…but not too nasty"
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On the three-dimensional visibility skeleton: implementation and analysis
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