Abstract
The previous chapter demonstrated how to project images of virtual world objects onto a 2D screen — the problems arise when the individual object images overlap. In the real world nearby objects will obscure those in the distance — modelling this effect in projected images of the virtual world requires that pixels projected from obscured portions of an object do not appear in the final image. This is the process of ‘hidden pixel removal’ and it forms the subject of this chapter — the essential topics include:
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Painter’s Algorithm
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convex objects and separating planes
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Binary Space Partitioning
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drawing scenes front-to-back
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pixel level clipping and z-buffers
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© 1998 Springer-Verlag London Limited
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Welmsley, M. (1998). Hidden Pixel Removal. In: Graphics Programming in C++. Springer, London. https://doi.org/10.1007/978-1-4471-0905-1_13
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DOI: https://doi.org/10.1007/978-1-4471-0905-1_13
Publisher Name: Springer, London
Print ISBN: 978-1-4471-1231-0
Online ISBN: 978-1-4471-0905-1
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