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John Hable

dblp:54/6078 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 73% Geometric modeling and processing · 27%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › geometric rendering
constructive solid geometry rendering
0.122007
CST: Constructive Solid Trimming for Rendering BReps and CSG · IEEE Trans. Vis. Comput. Graph. 2007
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes · ACM Trans. Graph. 2005
Geometric modeling and processing › solid modeling
boundary representation
0.112007
CST: Constructive Solid Trimming for Rendering BReps and CSG · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
GPU rendering
0.112005
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes · ACM Trans. Graph. 2005

Methods — techniques the papers use, named apart from their topics

blist representation · 0.1GPU-based rendering · 0.1parallel surfel classification · 0.1depth peeling · 0.1blist boolean expression · 0.1
YearPublicationVenuePosition
2007 CST: Constructive Solid Trimming for Rendering BReps and CSG
abstract
Abstract-To eliminate the need to evaluate the intersection curves in explicit representations of surface cutouts or of trimmed faces in BReps of CSG solids, we advocate using Constructive Solid Trimming (CST). A CST face is the intersection of a surface with a Blist representation of a trimming CSG volume. We propose a new GPU-based CSG rendering algorithm that trims the boundary of each primitive using a Blist of its active zone. This approach is faster than the previously reported Blister approach, eliminates occasional speckles of wrongly colored pixels, and provides additional capabilities: painting on surfaces, rendering semitransparent CSG models, and highlighting selected features in the BReps of CSG models.
John Hable, Jarek Rossignac
IEEE Trans. Vis. Comput. Graph.1
2005 Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
abstract
By combining depth peeling with a linear formulation of a Boolean expression called Blist, the Blister algorithm renders an arbitrary CSG model of n primitives in at most k steps, where k is the number of depth-layers in the arrangement of the primitives. Each step starts by rendering each primitive to produce candidate surfels on the next depth-layer. Then, it renders the primitives again, one at a time, to classify the candidate surfels against the primitive and to evaluate the Boolean expression directly on the GPU. Since Blist does not expand the CSG expression into a disjunctive (sum-of-products) form, Blister has O(kn) time complexity. We explain the Blist formulation while providing algorithms for CSG-to-Blist conversion and Blist-based parallel surfel classification. We report real-time performance for nontrivial CSG models. On hardware with an 8-bit stencil buffer, we can render all possible CSG expressions with 3909 primitives.
John Hable, Jarek Rossignac
ACM Trans. Graph.1