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Lab on Computer Graphics                                           Kumar Vishal, Lovely Professional University



                   Notes                Unit 7: Implementation of Hidden Surface in 2D




                                   CONTENTS
                                   Objectives
                                   Introduction
                                   7.1   Visibility Algorithm Categorization
                                       7.1.1   Line Visibility Algorithms
                                       7.1.2   Apple Algorithm
                                   7.2   Hidden Surface Removal Algorithms
                                       7.2.1  Z-buffering
                                       7.2.2   Painter’s Algorithm
                                       7.2.3   Binary Space Partitioning (BSP)
                                       7.2.4   Ray Tracing
                                       7.2.5   The Warnock Algorithm
                                   7.3  Summary
                                   7.4  Keywords
                                   7.5   Review Questions
                                   7.6   Further Readings

                                 Objectives

                                 After studying this unit, you will be able to:
                                    •  Discuss visibility algorithm categorization
                                    •  Define the hidden surface removal algorithms

                                 Introduction


                                 The term rendering has many meanings in dissimilar perspectives. In computer graphics,
                                 rendering is  the  process  of  creating an  image  from  a  model.  The  model  holds  the essential
                                 information concerning the geometry and position of the objects in the scene, the visual
                                 attributes of the objects such as colour and reflection properties, and the needed lighting and
                                 screening information. In the early years of computer graphics, much attention was spent on
                                 how to perform rendering efficiently. The relatively slow processing speeds of early processors
                                 meant the amount of scene complexity that could be rendered in a reasonable amount of time
                                 was highly dependent on the speed of the rendering algorithm. When producing 30 frame-per-
                                 second animations, even moderate savings in individual frame rendering time was significant. In
                                 today’s high-speed multi-core processor machines, speed and efficiency are not as critical, and
                                 complex models can be easily processed on desktop  machines. With the advent of hundreds of
                                 specialized Graphics Processing Units on a display board, it is common to render high quality
                                 images of complex environments in real time for applications such as gaming and simulations.

                                 Rendering can be divided into two basic processes:
                                    1.  Determining what surface, or more precisely point on a surface, is visible at each pixel.
                                    2.  Shading the point based on surface properties, lighting conditions, viewing parameters,
                                      and other elements in the scene.



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