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A Fast Hidden-Surface Algorithm

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Fast Algorithms for 3D-Graphics
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Abstract

Ever since the beginnings of computer graphics, many algorithms have been developed to remove those parts of the image of a scene that are obscured by other parts, and yet none of these algorithms seems to be entirely satisfactory. Among the general working algorithms, we have the “scan-line” algorithms, the “area subdivision” algorithms, “z-buffering,” “ray tracing” and many others. If you want to read more about these algorithms, please refer to the following sources: [SUTH74/2], [THAL87], [GLAS90].

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References

  1. Polygons that are painted in PostScript-mode on a laser printer will erase previously painted polygons.

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  2. The negation of this statement is: it may be wrong to plot B before A (if the images of A and B do not overlap, the drawing order is of no importance).

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  3. The use of statement labels is generally frowned upon in high-level programming languages because they make programs hard to maintain. Of course, one does not have to use them. Sometimes, however, it is both easier and faster to use the goto-statement because it can help to avoid a lot of conditional branching in a routine.

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  4. Named after the “Mikado” game: several dozens of thin, painted sticks are thrown in a random pile on a table. The players have to pick up as many sticks as possible without moving any of the other sticks.

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  5. Static variables help to avoid unnecessary global variables. A trick to declare the size of arrays dynamically is to preinitialize the pointer to the array by NULL.

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  6. The first two arguments of the function axe pointers to Vectors. We can also pass Vectors, because the corresponding function only takes the address of the first element in the array. For superior style, however, we should pass a Vector v as (Vector *) v in this case.

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  7. Note that the test also works for objects with only one face (i.e., simple polygons), because the bounding box is a little removed from the polygon’s plane.

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© 1994 Springer Science+Business Media New York

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Glaeser, G. (1994). A Fast Hidden-Surface Algorithm. In: Fast Algorithms for 3D-Graphics. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-25798-2_5

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  • DOI: https://doi.org/10.1007/978-3-662-25798-2_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-94288-7

  • Online ISBN: 978-3-662-25798-2

  • eBook Packages: Springer Book Archive

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