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LOD is found in GIS and 3D city models as a similar concept. It indicates how thoroughly real-world features have been mapped and how much the model adheres to its real-world counterpart. Besides the geometric complexity, other metrics such as spatio-semantic coherence, resolution of the texture and attributes can be considered in the LOD of a ...
In computer-aided design the constructed design is represented by a boundary representation topological model, where analytical 3D surfaces and curves, limited to faces, edges, and vertices, constitute a continuous boundary of a 3D body. Arbitrary 3D bodies are often too complicated to analyze directly.
Four sided polygons (generally referred to as quads) [1] [2] and triangles are the most common shapes used in polygonal modeling. A group of polygons, connected to each other by shared vertices, is generally referred to as an element. Each of the polygons making up an element is called a face.
In complicated scene models, individual elements may be selectively disabled (clipped) for reasons including visibility within the viewport (frustum culling); orientation (backface culling), obscuration by other scene or model elements (occlusion culling, depth- or "z" clipping). Sophisticated algorithms exist to efficiently detect and perform ...
Early algorithms for Boolean operations on polygons were based on the use of bitmaps.Using bitmaps in modeling polygon shapes has many drawbacks. One of the drawbacks is that the memory usage can be very large, since the resolution of polygons is proportional to the number of bits used to represent polygons.
Historically, 3D rasterization used algorithms like the Warnock algorithm and scanline rendering (also called "scan-conversion"), which can handle arbitrary polygons and can rasterize many shapes simultaneously. Although such algorithms are still important for 2D rendering, 3D rendering now usually divides shapes into triangles and rasterizes ...
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.
Polygon Mesh Processing by Mario Botsch et al. is a textbook on the topic of Geometry Processing. [1]Geometry processing is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models.