Visibility and Hidden Surface Removal
Visibility and Hidden Surface Removal Visibility and Hidden Surface Removal
List Priority (3) • Painter’s algorithm – simple depth sort – considers objects on planes of constant z (or non-overlapping z) – does not resolve ambiguities • Consider the following cases where ambiguities exist: © Machiraju/Zhang/Möller 46
List Priority (4) • Do extents in z overlap? © Machiraju/Zhang/Möller 47
- Page 1 and 2: Visibility and Hidden Surface Remov
- Page 3 and 4: Reading • Angel - Chapter 6.10-6.
- Page 5 and 6: Visibility (2) • Connecting dots
- Page 7 and 8: Visibility (4) • Include shading
- Page 9 and 10: Visibility (6) • wireframe © Mac
- Page 11 and 12: Visibility (8) • Inter-object vis
- Page 13 and 14: Why compute visibility? • Realism
- Page 15 and 16: Classification of algorithms • Hi
- Page 17 and 18: Object Space for each object in wor
- Page 19 and 20: How to improve efficiency • Pay a
- Page 21 and 22: 1. Coherence • Why? — Object pr
- Page 23 and 24: 1. Edge and face coherence • Edge
- Page 25 and 26: 2. Use of projection normalization
- Page 27 and 28: 2. Perspective Transform • Can br
- Page 29 and 30: 3. Bounding Objects (2) • For ren
- Page 31 and 32: 3. Bounding Objects (4) • rectang
- Page 33 and 34: 4. Back-face culling • Assumption
- Page 35 and 36: 5. Spatial Partitioning • break a
- Page 37 and 38: 6. Hierarchy • Use (e.g., semanti
- Page 39 and 40: z-buffer algorithm revisited • On
- Page 41 and 42: z-buffer: exploiting depth coherenc
- Page 43 and 44: z-buffer: bilinear interpolation
- Page 45: List Priority (2) • Depth compari
- Page 49 and 50: List Priority (6) • Do polygons c
- Page 51 and 52: List Priority (8) • If these test
- Page 53 and 54: List Priority (10) • More example
- Page 55 and 56: Scanline: data structure • Recall
- Page 57 and 58: Scanline Example • Another repres
- Page 59 and 60: Scanline: scan example 2 • At sca
- Page 61 and 62: Scanline: scan example 4 • Mainta
- Page 63 and 64: Scanline problems • Beware of lar
- Page 65 and 66: Building the BSP trees • Object s
- Page 67 and 68: BSP traversal example • Rendering
- Page 69 and 70: Warnock’s subdivision • Divide
- Page 71 and 72: Warnocks Algorithm (3) - Single sur
- Page 73 and 74: Warnock’s Algorithm • If none o
- Page 75: Final issues on area subdivision
List Priority (3)<br />
• Painter’s algorithm<br />
– simple depth sort<br />
– considers objects on planes of constant z (or<br />
non-overlapping z)<br />
– does not resolve ambiguities<br />
• Consider the following cases where<br />
ambiguities exist:<br />
© Machiraju/Zhang/Möller<br />
46