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This paper describes a new algorithm for solving the hidden surface (or line) problem, to more rapidly generate realistic images of 3-D scenes composed of polygons, and presents the development of theoretical foundations in the area as well as additional related algorithms. As in many applications the environment to be displayed consists of polygons many of(More)
We introduce ideas, proposed technologies, and initial results for an office of the future that is based on a unified application of computer vision and computer graphics in a system that combines and builds upon the notions of the CAVE™, tiled display systems, and image-based modeling. The basic idea is to use real-time computer vision techniques to(More)
We describe a classification scheme that we believe provides a more structured framework for reasoning about parallel rendering. The scheme is based on where the sort from object coordinates to screen coordinates occurs, which we believe is fundamental whenever both geometry processing and rasterization are performed in parallel. This classification scheme(More)
Conventional projector-based display systems are typically designed around precise and regular configurations of projectors and display surfaces. While this results in rendering simplicity and speed, it also means painstaking construction and ongoing maintenance. In previously published work, we introduced a vision of projector-based displays constructed(More)
Manipulation in immersive virtual environments is difficult partly because users must do without the haptic contact with real objects they rely on in the real world to orient themselves and the objects they are manipulating. To compensate for this lack, I propose exploiting the one real object every user has in a virtual environment, his body. I present a(More)
We describe initial results which show " live " ultrasound echography data visualized within a pregnant human subject. The visualization is achieved by using a small video camera mounted in front of a conventional head-mounted display worn by an observer. The camera's video images are composited with computer-generated ones that contain one or more 2D(More)
A description is given of a set of algorithms for efficiently rendering an object defined by constructive solid geometry (CSG) directly onto a frame buffer without converting first to a boundary representation. This method requires only that the frame buffer contain sufficient memory to hold two color values, two depth values, and three one-bit flags. The(More)