Intermediate data structures for display algorithms
This paper describes two algorithms and implicit data structures to display 3D scenes composed of polygons on a raster device. Both algorithms are based on the so-called painter’s technique; the first one uses a depthsort algorithm for the visible surface calculation a la Newell, Newell, and Sancha ([l]), the other one uses a priority tree as proposed by Fuchs, Kedem, and Naylor ().
Both algorithms were designed to be used in interactive applications. In order to update an image on the screen as fast as possible and to prevent the recomputation of the whole image after a change in the scene has occurred, an intermediate representation of the scene is needed. This intermediate representation might also be of use in detecting which polygon is meant when a pixel on the screen is pointed at.
For both display algorithms some intermediate representations will be considered, as well as the implications of alterations in the scene upon both these representations and their display.
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