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		<citationkey>Guedes:1997:InPoOb</citationkey>
		<title>Integrating polygonal objects on voxel based terrain models</title>
		<year>1997</year>
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		<author>Guedes, Luiz Carlos Castro,</author>
		<editor>Figueiredo, Luiz Henrique de,</editor>
		<editor>Netto, Marcio Lobo,</editor>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 10 (SIBGRAPI)</conferencename>
		<conferencelocation>Campos de Jordão, SP, Brazil</conferencelocation>
		<date>Oct. 1997</date>
		<publisher>Sociedade Brasileira de Computação</publisher>
		<publisheraddress>Porto Alegre</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<organization>SBC - Sociedade Brasileira de Computação; USP - Universidade de São Paulo</organization>
		<transferableflag>1</transferableflag>
		<abstract>Voxel based projection is commonly used in applications that demand high exhibition frame rates of large scale terrain models. Placing tridimensional objects within a voxel based world may be an ease task for elementary objects. Complex objects are better represented by polygonal meshes. Integrating a voxel based terrain model with polygonal camera model brings together the benefits of both models. Such integration should be done with the aid of a z-buffer. In this paper we propose a solution to the problem of calculating the z-coordinate of each painted pixel in a voxel based terrain model. The proposed solution exploits the coherence of the pixels in the same column and uses a linear cost increment to update the z-coordinate. The proposed solution considers the situation when the view plane is not vertical.</abstract>
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		<notes>The conference was held in Campos de Jordão, SP, Brazil, from October 13 to 16.</notes>
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