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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 />

41

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