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List of Figures
Hierarchical ZBuffer Visibility
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accelerate accumulation buffer aliasing antialiased image antialiased rendering axis-aligned bit mask boolean mask operations box-polyhedron intersection BSP tree color complex scenes convex polygon corresponding cube faces cull hidden geometry densely occluded scenes depth complexity effectively exploits efficient error tolerance evaluating exploit image-space coherence figure filtering frame front-to-back order front-to-back traversal geometric models Gouraud shading graphics hardware hierarchical culling hierarchical polygon tiling hierarchical tiling algorithm hierarchical visibility algorithm hierarchical z-buffer algorithm hierarchical z-buffer visibility image space image-space hierarchy implementation inside logarithmic search mask pyramid object-space and image-space octree cubes orthographic views output image oversampling P's bounding box panel performance pixel plane polygon tiling polyhedron potentially visible set precomputation primitive is hidden quadtree cell raster samples ray casting rectangular solid rendering algorithm requires scan conversion screen SGI Crimson space and image subcells temporal coherence triage masks viewing frustum visibility computations visible geometry visible polygons visible samples Warnock algorithm Weiler-Atherton z-pyramid