Ray shooting and lines in space (Contributo in volume (capitolo o saggio))

Type
Label
  • Ray shooting and lines in space (Contributo in volume (capitolo o saggio)) (literal)
Anno
  • 2004-01-01T00:00:00+01:00 (literal)
Alternative label
  • M. Pellegrini (2004)
    Ray shooting and lines in space
    in Handbook of Discrete and Computational Geometry, Second Edition, 2004
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • M. Pellegrini (literal)
Pagina inizio
  • 839 (literal)
Pagina fine
  • 856 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#citta
  • Boca Raton, Florida (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#url
  • http://www.crcpress.com/product/isbn/9781584883012 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#titoloVolume
  • Handbook of Discrete and Computational Geometry, Second Edition (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#pagineTotali
  • 18 (literal)
Note
  • Google Scholar (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • CNR (literal)
Titolo
  • Ray shooting and lines in space (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#inCollana
  • Handbook of Discrete and Computational Geometry pp.839-856 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#isbn
  • 1-58488-301-4 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#curatoriVolume
  • Jacob E. Goodman ; Joseph O'Rourke (literal)
Abstract
  • The geometry of lines in 3-space has been a part of the body of classical algebraic geometry since the pioneering work of Pl├╝cker. Interest in this branch of geometry has been revived in recent years by several converging trends in computer science. The discipline of computer graphics has pursued the task of rendering realistic images by simulating the ow of light within a scene according to the laws of elementary optical physics. In these models light moves along straight lines in 3-space and a computational challenge is to find efficiently the intersections of a very large number of rays with the objects comprising the scene. In robotics the chief problem is that of moving 3-dimensional objects without collisions. Effects due to the edges of objects have been studied as a special case of the more general problem of representing and manipulating lines in 3-space. Computational geometry (whose core is better termed \"design and analysis of geometric algorithms\") has moved recently from the realm of planar problems to tackling directly problems that are specically 3-dimensional. The new and sometimes unexpected computational phenomena generated by lines (and segments) in 3-space have emerged as a main focus of research. (literal)
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