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The hidden-line algorithm does O(n 2 log n) work, which is the upper bound for the best sequential algorithms used in practice. Cook, Dwork and Reischuk gave an Ω(log n) lower bound for finding the maximum of n integers allowing infinitely many processors of any PRAM without simultaneous writes. [19] Finding the maximum of n integers is ...
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle.
Cubes with hidden lines: dotted, dashed, and thin lines. Cubes with no hidden lines, and a cube with dotted lines to give 3 dimensional reference. A common practice is to draw the visible edges as solid lines and the hidden lines as dotted lines, dashed lines, [2] or thinner lines than the visible lines. Hidden lines add geometric information ...
An open surface with u- and v-flow lines and Z-contours shown. In technical applications of 3D computer graphics such as computer-aided design and computer-aided manufacturing, surfaces are one way of representing objects. The other ways are wireframe (lines and curves) and solids.
A hidden 3D scene emerges when the image is viewed with the correct vergence. Unlike normal stereograms, autostereograms do not require the use of a stereoscope . A stereoscope presents 2D images of the same object from slightly different angles to the left eye and the right eye, allowing the viewer to reconstruct the original object via ...
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.
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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.