Visibility and Hidden Surface Removal
Visibility and Hidden Surface Removal
Visibility and Hidden Surface Removal
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z-buffer: exploiting depth<br />
coherence<br />
• Polygons are scan-converted as before, but<br />
now need to compute depth values z<br />
• Assume planar polygons. On scanline y,<br />
increment x:<br />
Ax + By + Cz + D =0<br />
z =<br />
z x =<br />
z x =z<br />
Ax + By + D<br />
C<br />
A(x + x + By + D<br />
A<br />
C<br />
x<br />
C<br />
© Machiraju/Zhang/Möller<br />
Typically, Δx = 1<br />
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