Abstract
In order to display a scene from a 3D virtual world on a screen, the objects that are visible in the scene need to be determined. This includes clipping—removing objects that are outside the view in general—and visible and hidden surface determination, i.e. identifying objects that are visible in principle, but might be covered from view by other objects. Algorithms like the z-buffer algorithm and ray tracing are explained.
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© 2012 Springer-Verlag London Limited
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Klawonn, F. (2012). Visible Surface Determination. In: Introduction to Computer Graphics. Undergraduate Topics in Computer Science. Springer, London. https://doi.org/10.1007/978-1-4471-2733-8_7
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DOI: https://doi.org/10.1007/978-1-4471-2733-8_7
Publisher Name: Springer, London
Print ISBN: 978-1-4471-2732-1
Online ISBN: 978-1-4471-2733-8
eBook Packages: Computer ScienceComputer Science (R0)