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* Easy Cases (1) A lies behind all other polygons Can render (2) Polygons overlap in z but not in either x or y Can render independently * Hard Cases (3) Overlap in all directions but can one is fully on one side of the other cyclic overlap penetration (4) * Back-Face Removal (Culling) ? face is visible iff 90 ? ? ? -90 equivalently cos ? ? 0 or v ? n ? 0 plane of face has form ax + by +cz +d =0 but after normalization n = ( 0 0 1 0)T need only test the sign of c In OpenGL we can simply enable culling but may not work correctly if we have nonconvex objects * z-Buffer Algorithm Use a buffer called the z or depth buffer to store the depth of the closest object at each pixel found so far As we render each polygon, compare the depth of each pixel to depth in z buffer If less, place shade of pixel in color buffer and update z buffer * Efficiency If we work scan line by scan line as we move across a scan line, the depth changes satisfy a?x+b?y+c?z=0 Along scan line ?y = 0 ?z = - ?x In screen space ?x = 1 * Scan-Line Algorithm Can combine shading and hsr through scan line algorithm scan line i: no need for depth information, can only be in no or one polygon scan line j: need depth information only when in more than one polygon * Implementation Need a data structure to store Flag for each polygon (inside/outside) Incremental structure for scan lines that stores which edges are encountered Parameters for planes * Visibility Testing In many realtime applications, such as games, we want to eliminate as many objects as possible within the application Reduce burden on pipeline Reduce traffic on bus Partition space with Binary Spatial Partition (BSP) Tree * Simple Example consider 6 parallel polygons top view The plane of A separates B and C from D, E and F * BSP Tree Can continue recursively Plane of C separates B from A Plane of D separates E and F Can put this information in a BSP tree Use for visibility and occlusion testing * Polygon Scan Conversion
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