TY - CONF
AB - A number of rendering algorithms in computer graphics sort three-dimensional objects by depth and assume that there is no cycle that makes the sorting impossible. One way to resolve the problem caused by cycles is to cut the objects into smaller pieces. The problem of estimating how many such cuts are always sufficient is addressed. A few related algorithmic and combinatorial geometry problems are considered.
AU - Chazelle, Bernard
AU - Edelsbrunner, Herbert
AU - Guibas, Leonidas
AU - Pollack, Richard
AU - Seidel, Raimund
AU - Sharir, Micha
AU - Snoeyink, Jack
ID - 4073
SN - 0-8186-2082-X
T2 - 31st Annual Symposium on Foundations of Computer Science
TI - Counting and cutting cycles of lines and rods in space
ER -