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Frustum Casting for Progressive, Interactive Rendering

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MIT-LCS-TR-740.pdf

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Author(s)
Teller, Seth
•
Alex, John
Date Issued
January 1998
Series/Report no.
MIT-LCS-TR-740
Abstract
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
Persistent DSpace Link
https://hdl.handle.net/1721.1/149867
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