ABSTRACT
Described is a visible surface algorithm and an implementation that generates shaded display of objects with hundreds of polygons rapidly enough for interactive use — several images per second. The basic algorithm, introduced in [Fuchs, Kedem and Naylor, 1980], is designed to handle rigid objects and scenes by preprocessing the object data base to minimize visibility computation cost. The speed of the algorithm is further enhanced by its simplicity, which allows it to be implemented within the internal graphics processor of a general purpose raster system.
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Digital Library
- 3.Fuchs, H., Kedem, Z.M., and Naylor, B.F. On Visible Surface Generation by A Priori Tree Structures, Computer Graphics (Proc. SIGGRAPH '80), Vol. 14, No. 3, (July, 1980), pp. 124-133. Google Scholar
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- 4.Fuchs, H., Poulton, J., Paeth, A., Bell A. Developing Pixel-Planes, A Smart Memory-Based Raster Graphics System, Proceedings, Conference on Advanced Research in VLSI, Cambridge, Mass. January 25-27, 1982.Google Scholar
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- 6.Newman, W.M. and Sproull, R.F. Principles of Interactive Computer Graphics (2nd. ed.), McGraw-Hill, New York, (1979). Google Scholar
Digital Library
- 7.Schachter B.J. Computer Image Generation for Flight Simulation, IEEE Computer Graphics and Applications, Vol. 1, No. 4, (October, 1981).Google Scholar
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Cross Ref
- 10.Sutherland, I.E., Sproull, R.F. and R.A. Schumacker, R.A. "A Characterization of Ten Hidden-Surface Algorithms", Computing Surveys, Vol. 6, No. 1 (1974). Google Scholar
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Index Terms
Near real-time shaded display of rigid objects
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