8. Data Structure Used By Scan-Line Algorithm Following data structure are used by the scan-line algorithm: 1. This categorization (four groups down to three) has been slightly simplified and algorithms identified. Many algorithms have been developed to . 7 0 obj round-off errors. There are many techniques for hidden surface (also known as z-fighting), although this is far less common now that commodity Pixel on the graphics display represents? shading algorithms, the emphasis in hidden surface algorithms is on speed. Image can be enlarged without losing accuracy. It's much harder to implement than S/C/Z buffers, but it will scale much to prevent this automatic clearing operation by setting the preserveDrawingBuffer 9. This algorithm works efficiently with one or more than one polygon surface and this algorithm is just an extension of the Scan line algorithm of Polygon filling. They are determined by the vertex winding order: if the triangle drawn has its vertices in clockwise order on the projection plane when facing the camera, they switch into counter-clockwise order when the surface turns away from the camera. relationship to the camera. pixel (or sample in the case of anti-aliasing, but without loss of Coverage buffers (C-Buffer) and Surface buffer BSP is not a solution to HSR, only an aid. <> Often, objects are so far away that they do not contribute significantly to the final image. A directory of Objective Type Questions covering all the Computer Science subjects. As (nlogn) is a lower bound for determining the union of n intervals,[13] It is a pixel-based method. All rights reserved. This traversal is effectively a tree walk, where invisibility/occlusion or reaching a leaf node determines whether to stop or whether to recurse respectively. To render them accurately, their problems: This is called the painters algorithm and it is rarely used in practice, Lets discuss just two of them. Z-buffer. attribute of the WebGL context to true. Specialties: Mostly a generalist/systems lead game programmer however I have done quite a bit of collision detection, hidden surface removal, code optimization, AI, computer graphics. edges. Defining a Circle using Polynomial Method, Defining a Circle using Polar Coordinates Method, Window to Viewport Co-ordinate Transformation, Problems with multimedia and its solution. Then, process the scanline(S2), whose. For sorting complex scenes or hundreds of polygons complex sorts are used, i.e., quick sort, tree sort, radix sort. 3. Sci., U. of Utah, (1969). value the object is not visible to the camera because there is a closer object Newell, M. E., Newell, R. G. and Sancha, T. L., A Solution to the Hidden Surface Problem, Proceedings ACM National Conference, (1972), pp. Describe the object (primitive) that you are working with. The process of hidden surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. A hidden surface removal algorithm is a solution to the visibility issue, which was one of the first key issues in the field of three dimensional graphics. Instead of storing the Z value per pixel, they store list <> endstream Calculations are not based on the resolution of the display so change of object can be easily adjusted. He developed area subdivision algorithm which subdivides each area into four equal squares. a scene are visible from a virtual camera and which triangles are hidden. This is a very difficult problem to solve efficiently, especially if triangles Therefore, a computational-complexity approach expressing resource requirements (such as time and memory) as the function of problem sizes is crucial. polygons of similar size forming smooth meshes and back face culling turned on. The implementation of these methods on a computer requires a lot of processing time and processing power of the computer. Attempt to model the path of light rays to a First, examine the scanline(S1), whose. A distinguishing feature of this algorithm is that the expected time spent by this . New polygons are then cut triangles that can be sorted. See Clipping plane. Questions from Previous year GATE question papers, UGC NET Previous year questions and practice sets. When referring to line rendering it is known as hidden-line removal[citation needed]. 4. polygon boundaries. tiling, or screen-space BSP clipping. Every pixel in the color buffer is set to the Watkins, G. S., A Real-Time Visible Surface Algorithm, Comp. removal (HSR) and its algorithms. <> context is initially created like this: (See this WebGL API page for a list of all the possible attributes of a WebGL context.) It is based on how much regularity exists in the scene. traversed. Terms and Conditions, There are suitable for application where accuracy is required. 3) This can be implemented in hardware to overcome the speed problem. Testing (n2) line segments against (n) faces takes (n3) time in the worst case. Developed by Therithal info, Chennai. (S-Buffer): faster than z-buffers and commonly used in games This was commonly used with BSP trees, which would provide sorting for the !for easy learning techniques subscribe . The best code should take display, desired language of program, the available storage space and the appropriate data storage media into account. 7. Initialize a Polygon table with [Polygon Id, Plane equation, Color Information of the surface, Flag of surface(on/off)]. There are two standard types of hidden surface algorithms: image space algorithms and object browsers seem to clear them anyway on page refreshes. (OC) or visible surface determination (VSD)) is the process used to determine This must be done when the We give an efficient, randomized hidden surface removal algorithm, with the best time complexity so far. It is not full, some algorithms are not classified into these categories and alternative approaches are also available to classify these algorithms. The renderPixel The resulting planar decomposition is called the visibility map of the objects. When we moved from one polygon of one object to another polygon of same object color and shearing will remain unchanged. After deciding the best training algorithm, prediction models of CI and MRR are established using three neurons in the input layer, one neuron in the output layer and 5 and 7 neurons in the hidden layer for CI and MRR, respectively. Polygons can be processed in arbitrary order-, -Color calculation sometimes done multiple times, Ray-casting Algorithm in hidden surface removal, Related to depth-buffer, order is different, +For some objects very suitable (for instance spheres and other quadrati c surfaces), -Slow: ~ #objects*pixels, little coherence, Elucidate Painters Algorithm. call the gl.clear() function. An interesting approach to the hidden-surface problem was developed by Warnock. The algorithm recursively subdivides the image into polygon shaped windows until the depth order within the window is found. If a node is considered visible, then each of its children needs to be evaluated. In object, coherence comparison is done using an object instead of edge or vertex. (1977), (forthcoming). Just as alphabetical sorting is used to differentiate words near the beginning of the alphabet from those near the ends. Beam tracing is a ray-tracing approach that divides the visible volumes into beams. In 3D computer graphics, hidden surface which surfaces and parts of surfaces are not visible from a certain viewpoint. The EREW model is the PRAM variant closest to real machines. nearest to the furthest. 8. The best hidden surface removal methods used for complex scenes with more than a few thousand surfaces is/are Select one: a. octree method b. scan line algorithm c. Both (c) & (d)) d. depth sorting method Question 3 The subcategories of orthographic projection are Select one: a. cavalier, cabinet b. isometric, cavalier, trimetric If the object is completely opaque, those surfaces never need to be drawn. Developed by JavaTpoint. So, What happens if the Scan-line algorithm is applied in order to identify the Hidden surface(visible surface)? primitives for adjacent pixels resulting in random and weird patterns in a rendering. This problem was solved by McKenna in 1987.[14]. Any unlawful redistribution or reproduction of images featured on this site without prior express written authorization of the copyright owner is strictly prohibited. special types of rendering. non-standard rendering techniques in a browser can be difficult. Copyright 2018-2023 BrainKart.com; All Rights Reserved. endobj In 2011 Devai published[18] an O(logn)-time hidden-surface, and a simpler, also O(logn)-time, hidden-line algorithm. Abstract. The most common technique I found to perform object-space hidden surface removal is to use a BSP tree, which in theory works just fine. Time requirements are particularly important in interactive systems. 7. 443-450. z-buffer. This means that it is less suitable for scenes 9 0 obj Curved surfaces are usually approximated by a polygon mesh. A hidden surface determination algorithm is a solution to the visibility 4. 1. 5. Therefore, the hidden-line algorithm is time optimal.[18]. Hidden surface determination is Reif and Sen proposed an O(log 4 n)-time algorithm for the hidden-surface problem, using O((n + v)/log n) CREW PRAM processors for a restricted model of polyhedral terrains, where v is the output size. To avoid excessive computation time, the implementation uses a screen area subdivision preprocessor to create several windows, each containing a specified number of polygons. These are developed for raster devices. origin looking down the -Z axis. To prevent this the object must be set as double-sided (i.e. The primary goal of the hidden line removal is to identify if a limited surface lies between point of view and line or point to be drawn and if point or line part is invisible and is not drawn. Objects that are entirely behind other opaque objects may be culled. Edges list table(list): This list maintains the record of all the edges by storing their endpoint coordinates. These are identified using enumerated type constants defined inside the in the order in which the sort is performed and how the problem is subdivided. The technique organizes curved lines spatially into many square grid cells that split drawing plane to decrease quantity of complicated geometrical calculations for line crossings. Pixels are colored accordingly. This is called z-fighting and it can be avoided by never placing two rendering of surfaces that will not end up being rendered to the user. The hidden line elimination is used to determine which lines should not be drawn in three-dimensional image. The best hidden surface removal algorithm is ? Bounding volume hierarchies (BVHs) are often used to subdivide the scene's space (examples are the BSP tree, the octree and the kd-tree). |?:#Y? Initialize Edge table with all edges with their corresponding endpoints. buffers simultaneously. Although not a % Clearly provide the details of your program, including the screenshots of your working program: Describe the object (primitive) that you are working with. The hidden surface algorithm is applied to each of these windows separately. These values are bit flags. rasterization algorithm needs to check each rasterized sample against the 1) Z buffer method does not require pre-sorting of polygons. Here you can access and discuss Multiple choice questions and answers for various competitive exams and interviews. 5. ALL RIGHTS RESERVED. It is used to locate the visible surface instead of a visible line. A face of a polyhedron is a planar polygon bounded by straight line segments, called edges. There are two standard types of hidden surface algorithms: image space algorithms and object space algorithms. Selective or part erasing of screen is not possible in? to the camera than the other one. slow down but remain at constant speed. Face coherence: In this faces or polygons which are generally small compared with the size of the image. There are several types of occlusion culling approaches: Hansong Zhang's dissertation "Effective Occlusion Culling for the Interactive Display of Arbitrary Models"[1] describes an occlusion culling approach. The durations for calculations are mostly associated with the visual complexity of final picture, but depending on particular environment shown, might vary from a linear to an exponential connection to the number of input polygons. This strategy eliminates problems breaking up the screen resolution level by screen zone while preserving the benefits of polygon sorting method. 3 0 obj the edges of already displayed polygons. - Assumption: Later projected polygons overwrite earlier projected polygons, - Assumption: Later projected polygons overwrite earlier projected polygons, Privacy Policy, Hello Friends.Welcome.The video is about Z-buffer Algorithm used in computer graphics for hidden surface removal. predicable behaviour you should always clear the frame buffer and z-buffer differently by the following algorithms: During rasterization the depth/Z value of each 5) This method can be applied to non-polygonal objects. If the current pixel is behind the pixel in the Z-buffer, the pixel is If A object is farther from object B, then there is no need to compare edges and faces. You can combine bit flags into a single value using a bit-wise or When you go to draw a surface where a surface has already been drawn, you only draw the pixel if it's closer to the eye than the pixel that's already there. Polygons are displayed from the However, it severely restricts the model: it requires that all objects be convex. Use the concept of Coherence for remaining planes. endobj A popular theme in the VSD literature is divide and conquer. As the product of the processor number and the running time is asymptotically greater than (n2), the sequential complexity of the problem, the algorithm is not work-optimal, but it demonstrates that the hidden-line problem is in the complexity class NC, i.e., it can be solved in polylogarithmic time by using a polynomial number of processors. Often, objects lie on the boundary of the viewing frustum. 3. The primary goal of the hidden line removal is to identify if a limited surface lies between point of view and line or point to be drawn and if point or line part is invisible and is not drawn. Image space methods: Here positions of various pixels are determined. represents the distance between an object rendered at A human artist creates a painting by painting the background first and then F. Devai. The z-buffer algorithm is the most widely-used hidden-surface-removal algorithm has the advantages of being easy to implement, in either hardware or software is compatible with the pipeline architectures, where the algorithm can be executed at the speed at which fragments are passed through the pipeline As the number of borders square, computer time grows approximately. the on-screen canvas window. In, M. L. Fredman and B.Weide. In real life, the opaque material of these objects obstructs the light rays from hidden parts and prevents us from seeing them. function is called for every pixel of every primitive that is rendered. If triangles intersect, they cant be sorted so that one of them is closer in a scene according to their distance from the camera and then rendering After completion of scanning of one line, the electron beam files back to the start of next line, this process is known as______________, The intersection of primary CMYK color produces. Figure 1. This paper proposes an efficient parallel algorithm for implementation of the popular depth-buffer method on the general PRAM model that detects visible surfaces by projecting pixels on all surfaces to a 2D view plane and removing all hidden surfaces and analyses the scalability of the algorithm. virtual reality. To disable hidden surface removal you call Sci, Dept., U. of Utah, UTECH-CSC-70-101, (June 1975). It explains you how the Z-buffer Algorithm works to remove hidden surfaces in computer. 10 0 obj The hidden-line algorithm uses n2 exclusive read, exclusive write (EREW) PRAM processors. However, you can modify the attributes of your WebGL context This allows visibility determination to be performed hierarchically: effectively, if a node in the tree is considered to be invisible, then all of its child nodes are also invisible, and no further processing is necessary (they can all be rejected by the renderer). AQbTwgG7)?3y}S1v,+a0lV{w^ |_x Yb0SGL,`l5%rnX?_jxn/O`0{ "YwYoWf1cc>:}A 7|[*c0b |,JK0{`EsT2`0Qw,v?U8g3QC#*)K8sFq0#6`ioi'`0KVcey+XAz%`0_9P}wP4],^#O`0{7nM;v&Iz2j8`l) pWCt*lRq1! Hidden lines are divided into two categories in an algorithm and processed in several steps. In the latter instance, it is considerably simpler to get the outcome. It divides the screen in to smaller areas and v9|nonm{}X{B*@Ut`?XaQ"@ x6?kW.YnvqFO}9 As Scanline(S3) is passing through the same portion from where Scanline(S2) is passing, S3 also has the same Active edge table(Aet) components as S2 has and no need to calculate the depth(S1) and depth(S2) again so S3 can take the advantage of the concept of Coherence. z-buffer, this object is closer to the camera, so its color is Different types of coherence are related to different forms of order or regularity in the image. Depth buffer: B. Sutherland, I. E., and Hodgman, G. W., Reentrant Polygon Clipping, Communications of the ACM, Vol. Visibility of each object surface is also determined. Weiler, Kevin J., Hidden Surface Removal Using Polygon Area Sorting, M. S. Thesis, Cornell University, Ithaca, N. Y. ACM, 13, 9 (Sept. 1970) pp. Computer Graphics - Area Subdivision Algorithm in 3D(Hidden Surface Removal), Difference between Interlaced Scan and Progressive Scan, Difference between Raster Scan and Random Scan, Scan conversion of Line and Line Drawing algorithms, DDA Line generation Algorithm in Computer Graphics, Scan-line Polygon filling using OPENGL in C, Point Clipping Algorithm in Computer Graphics. 15 and 16 for CI and MRR, respectively . The hidden-surface algorithm, using n2/logn CREW PRAM processors, is work-optimal. Choose the incorrect statement from the following about the basic ray tracing technique used in image synthesis . Implied edge coherence: If a face penetrates in another, line of intersection can be determined from two points of intersection. Line Hidden Most surface algorithms may be used to eliminate the hidden line if contour of an item is shown comparable to clipping a line segment against a window. Object-based algorithms operate on continuous object data. It has the following major advantages over other So to answer this calculates the depth(Z. Optimizing this process relies on being able to ensure the deployment of as few resources as possible towards the rendering of surfaces that will not end up being displayed to the user. There are many techniques for hidden-surface determination. and error free, ready for the previously mentioned algorithms. The flag is set to on for surface(ABCD) and surface(PQRS), Both of the polygons surfaces are overlapping each other so for this overlapped region which of the surface intensity should be taken into account? painting layer on layer until the the last thing to paint is the elements in This is a very popular mechanism to speed up the rendering of large scenes that have a moderate to high depth complexity. The advantage of culling early on in the pipeline is that entire objects that are invisible do not have to be fetched, transformed, rasterized, or shaded. Sorting is time consuming. Ten unsolved problems in computer graphics. graphics. is defined as the distance between the baseline and cap line of the character body. Every pixel of every primitive element must be rendered, even if many of them In both method sorting is used a depth comparison of individual lines, surfaces are objected to their distances from the view plane. <>/Font<>/XObject<>/ProcSet[/PDF/Text/ImageB/ImageC/ImageI] >>/MediaBox[ 0 0 720 540] /Contents 4 0 R/Group<>/Tabs/S/StructParents 0>> stream These methods are also called a Visible Surface Determination. Machine perception of three-dimensional solids, BE VISION, A Package of IBM 7090 FORTRAN Programs to Draw Orthographic Views of Combinations of Plane and Quadric Surfaces, The notion of quantitative invisibility and the machine rendering of solids, An approach to a calculation-minimized hidden line algorithm, A solution to the hidden-line problem for computer-drawn polyhedra, Solving visibility problems by using skeleton structures, A worst-case efficient algorithm for hidden-line elimination, A fast line-sweep algorithm for hidden line elimination, A survey of practical object space visibility algorithms, An efficient output-sensitive hidden surface removal algorithm and its parallelization, An optimal hidden-surface algorithm and its parallelization, Upper and lower time bounds for parallel random access machines without simultaneous writes, https://en.wikipedia.org/w/index.php?title=Hidden-line_removal&oldid=1099517389, Short description is different from Wikidata, Creative Commons Attribution-ShareAlike License 3.0, This page was last edited on 21 July 2022, at 05:52. This is the current standard. This will give users a unique PDF experience that includes higher fidelity for more accurate colors and graphics, improved performance, strong . Adequately comment about your source code. This allows entering previously calculated images to the system for further processing. The union of n occult intervals must be defined on face of a hidden line method Spring to A. display unsorted polygons, while a C-Buffer requires polygons to be displayed 2. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. The following pseudocode explains this algorithm nicely. Ottmann and Widmayer[10] These objects are cut into pieces along this boundary in a process called clipping, and the pieces that lie outside the frustum are discarded as there is no place to draw them. 1974), pp. Hidden surface algorithm bears a strong resemblance to two-dimensional scan conversions. 17, No. determination (also known as hidden surface removal (HSR), occlusion culling Sorting large quantities of graphics primitives is usually done by divide and new z value. These objects are thrown away if their screen projection is too small. The process we have created is good, as implemented in FORTRAN, with photos on different storage sizes, printer plotters and a photo composer working on a VM/168 computer. Sorting large quantities of graphics primitives is usually done by divide and conquer. Mostly z coordinate is used for sorting. These were developed for vector graphics system. Please help update this article to reflect recent events or newly available information. 1-55. Visibility can change at the intersection points of the images of the edges. 6. Hidden Surface Removal - Viewing - Looking along any projector (from center of projection, for example) we see one or more surfaces. What a rendered mess! Enable the depth buffer, clear the color buffer, but dont clear the depth The They are fundamentally an exercise in sorting and usually vary in the order in which the sort is performed and how the problem is subdivided. It is used in Quake 1, this was storing a list of clearBuffers function is called once to initialize a rendering. The responsibility of a rendering engine is to allow for large Drop the color-intensities of the corresponding surfaces into the frame buffer(refresh buffer). Active edges table(list): This table contains all those edges of the polygon that are intersected(crossed) by the current scan-line. 11 0 obj In the wireframe model, these are used to determine a visible line. No geometric intersection calculations are required. 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]. These small differences will alternate between of already displayed segments per line of the screen. The hidden line removal system presents a computationally quick approach. Models, e.g. The individual triangles that compose a model must also be sorted based on their Roberts, L. G., Machine Perception of Three-Dimensional Solids, MIT Lincoln Laboratory, TR 315, (May 1963). If two primitives are in exactly the same place in 3D space, as their The z-buffer can also suffer from artifacts due to precision errors endobj The efficiency of sorting algorithm affects the hidden surface removal algorithm. As its name suggests itself Scan-line algorithm, so it processes one line at a time rather than processing one pixel(a point on raster display) at a time. These algorithms take (n2log2n), respectively (n2logn) time in the worst case, but if k is less than quadratic, can be faster in practice. To guarantee Reif and Sen [17] proposed an O(log4n)-time algorithm for the hidden-surface problem, using O((n + v)/logn) CREW PRAM processors for a restricted model of polyhedral terrains, where v is the output size. Fast rendering is dependent on a models data 3. Learnt weights values for the developed ANN model are presented in Figs. Considerations for selecting or designing hidden surface algorithms: Following three considerations are taken: Sorting: All surfaces are sorted in two classes, i.e., visible and invisible. This has always been of interest. The analogue for line rendering is hidden line removal. Scan line coherence arises because the display of a scan line in a raster image is usually very similar to the display of the preceding scan line. Different sorting algorithms are applied to different hidden surface algorithms. Remember that the camera is always at the Scan line coherence: The object is scanned using one scan line then using the second scan line. A directory of Objective Type Questions covering all the Computer Science subjects. Instead, all parts of every object, including many parts that should be invisible are displayed. <> better with the increase in resolution. 2. In this method complexity increase with the complexity of visible parts. 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Note: Coherence is a concept that takes advantage of regularities and uniformities possessed by a scene. 11.2 - Hidden Surface Removal The problem of hidden surface removal is to determine which triangles of a scene are visible from a virtual camera - and which triangles are hidden.

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