This work talk about the accelerating methods related to ray casting techniques. It present CSG manipulation tools and gives an extension of the studie primitives. In the first chapter we present the differential geometrical models and the related display methods. Particularly we detail the ray casting algorithm. This algorithm is slow, so the second chapter describes accelerating methods and especially the methods we have developped. The ray casting algorithm uses CSG tree to describe scene. The third chapter present: different tools allowing creations and modifications of CSG trees, modeling languages permitting animation and construction under constraints. Extent of CSG primitives are described (sweeping, generalized cylinder).