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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 .
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D ... Although these issues may seem like problems all on ...
In principle, any 2D vector graphics renderer can be used to render 3D objects by first projecting them onto a 2D image plane. [35]: 93, 431, 505, 553 3D rasterization Adapts 2D rasterization algorithms so they can be used more efficiently for 3D rendering, handling hidden surface removal via scanline or z-buffer techniques. Different realistic ...
The first known solution to the hidden-line problem was devised by L. G. Roberts [1] in 1963. However, it severely restricts the model: it requires that all objects be convex. Ruth A. Weiss of Bell Labs documented her 1964 solution to this problem in a 1965 paper. [2] In 1966 Ivan E. Sutherland listed 10 unsolved problems in computer graphics. [3]
The earliest known example is 3D Art Graphics, a set of 3-D computer graphics effects, written by Kazumasa Mitazawa and released in June 1978 for the Apple II. [6] [7] Virtual Reality 3D is a version of 3D computer graphics. [8] With the first headset coming out in the late 1950s, the popularity of VR didn't take off until the 2000s.
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.
The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of "primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). [1] Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms.
Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer , which keeps track of depth.