Frustum Casting for Progressive, Interactive Rendering
Author(s)
Teller, Seth; Alex, John![Thumbnail](/bitstream/handle/1721.1/149867/MIT-LCS-TR-740.pdf.jpg?sequence=3&isAllowed=y)
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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
Date issued
1998-01Series/Report no.
MIT-LCS-TR-740