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This paper describes algorithms for implementing accurate rendering of CSG and transparency in a hardware 3D accelerator. The algorithms are based on a hardware architecture which performs front-to-back Z-sorted shading; a multiple-pass algorithm which allows an unlimited number of Z-sorted object layers is also described. The multiple-pass algorithm has been combined with an image partitioning algorithm to improve efficiency, and to improve performance of the resulting hardware implementation.
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Kelley et al. (1994) studied this question.