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A linear time exact hidden surface algorithm

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Published:01 July 1980Publication History

ABSTRACT

This paper presents a new hidden surface algorithm. Its output is the set of the visible pieces of edges and faces, and is as accurate as the arithmetic precision of the computer. Thus calculating the hidden surfaces for a higher resolution device takes no more time. If the faces are independently and identically distributed, then the execution time is linear in the number of faces. In particular, the execution time does not increase with the depth complexity.

This algorithm overlays a grid on the screen whose fineness depends on the number and size of the faces. Edges and faces are sorted into grid cells. Only objects in the same cell can intersect or hide each other. Also, if a face completely covers a cell then nothing behind it in the cell is relevant.

Three programs have tested this algorithm. The first verified the variable grid concept on 50,000 intersecting edges. The second verified the linear time, fast speed, and irrelevance of depth complexity for hidden lines on 10,000 spheres. This also tested depth complexities up to 30, and showed that perspective scenes with the farther objects smaller are even faster to calculate. The third verified this for hidden surfaces on 3000 squares.

References

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  1. A linear time exact hidden surface algorithm

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              cover image ACM Conferences
              SIGGRAPH '80: Proceedings of the 7th annual conference on Computer graphics and interactive techniques
              July 1980
              336 pages
              ISBN:0897910214
              DOI:10.1145/800250

              Copyright © 1980 ACM

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              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 1 July 1980

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              SIGGRAPH '80 Paper Acceptance Rate52of140submissions,37%Overall Acceptance Rate1,822of8,601submissions,21%

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