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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 .
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.
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.
Carpenter invented the A-buffer hidden surface determination algorithm. [1] The PXR24 compression scheme used in Industrial Light & Magic's Open EXR file format is based on Carpenter's work. [8] In 2006 made improvements to the popular Mersenne Twister random number generator. [9]
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.
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.
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.
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.
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