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Visibility and Hidden Surface Removal

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z-buffer: bilinear interpolation<br />

• If the polygon is non-planar, or not analytically<br />

defined, it is possible to approximate using bilinear<br />

interpolation<br />

Depth values<br />

known at vertices<br />

Interpolate<br />

between them then<br />

on scanline<br />

• Not just for depth, can do it for color (Gouraud<br />

shading), surface normals, or texture coordinates<br />

• Subdivision or refinement may be necessary is error<br />

is too great<br />

© Machiraju/Zhang/Möller<br />

43

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