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  2. Hidden-surface determination - Wikipedia

    en.wikipedia.org/wiki/Hidden-surface_determination

    A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. [ citation needed ] The process of hidden-surface determination is sometimes called hiding , and such an algorithm is sometimes called a hider .

  3. Painter's algorithm - Wikipedia

    en.wikipedia.org/wiki/Painter's_algorithm

    A fractal landscape being rendered using the painter's algorithm on an Amiga. The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden-Surface Removal algorithms.

  4. Scanline rendering - Wikipedia

    en.wikipedia.org/wiki/Scanline_rendering

    Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.

  5. Warnock algorithm - Wikipedia

    en.wikipedia.org/wiki/Warnock_algorithm

    The Warnock algorithm is a hidden surface algorithm invented by John Warnock that is typically used in the field of computer graphics. [1] It solves the problem of rendering a complicated image by recursive subdivision of a scene until areas are obtained that are trivial to compute.

  6. Newell's algorithm - Wikipedia

    en.wikipedia.org/wiki/Newell's_algorithm

    Newell's Algorithm is a 3D computer graphics procedure for elimination of polygon cycles in the depth sorting required in hidden surface removal.It was proposed in 1972 by brothers Martin Newell and Dick Newell, and Tom Sancha, while all three were working at CADCentre.

  7. Hidden surface problem - Wikipedia

    en.wikipedia.org/?title=Hidden_surface_problem&...

    This page was last edited on 9 December 2018, at 22:42 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.

  8. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    Per-pixel lighting is commonly used with techniques, such as blending, alpha blending, alpha to coverage, anti-aliasing, texture filtering, clipping, hidden-surface determination, Z-buffering, stencil buffering, shading, mipmapping, normal mapping, bump mapping, displacement mapping, parallax mapping, shadow mapping, specular mapping, shadow ...

  9. Binary space partitioning - Wikipedia

    en.wikipedia.org/wiki/Binary_space_partitioning

    This was the first demonstration of real-time visible surface determination using BSP trees. 1987 Thibault and Naylor [3] described how arbitrary polyhedra may be represented using a BSP tree as opposed to the traditional b-rep (boundary representation). This provided a solid representation vs. a surface based-representation.