Skip to main content

Visible Surface Determination

  • Chapter
  • 4005 Accesses

Part of the book series: Undergraduate Topics in Computer Science ((UTICS))

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.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   34.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag London Limited

About this chapter

Cite this chapter

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

Download citation

  • 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)

Publish with us

Policies and ethics