Visibility and Hidden Surface Removal
Visibility and Hidden Surface Removal
Visibility and Hidden Surface Removal
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z-buffer algorithm revisited<br />
• One of the simplest <strong>and</strong> most widely used<br />
• Hardware & OpenGL implementation<br />
common<br />
glutInitDisplay(GLUT_RGB | GLUT_DEPTH);<br />
glEnable(GL_DEPTH_TEST);<br />
• Use a depth buffer to store depth of closest<br />
object encountered at each position (x, y) on<br />
the screen – depth buffer part of the frame<br />
buffer<br />
• Works in image © space Machiraju/Zhang/Möller <strong>and</strong> at image precision<br />
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