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EGGH98: SIGGRAPH/Eurographics Workshop on Graphics Hardware 1998
(The Eurographics Association, 1998) Stewart, Nigel; Leach, Geoff; John, Sabu; S. N. Spencer
We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(n2), (where n is the number of primitives), an O(lcn) (where k is depth complexity) algorithm may be substituted. For cases where k is less than n this translates into a significant performance gain.