it is a Visible surface detection method is also known as depth buffer method. In this method detect the visible surface by using the distance of the object from the projections plane.
This document summarizes the scan-line rendering algorithm. It maintains two tables - an edge table containing line coordinates and surface pointers, and a polygon table containing surface properties. For each scan line, all intersecting surfaces are examined to determine the visible surface. Depths are calculated to set surface flags and populate the image buffer with intensity values from the visible surface. Coherence between scan lines is exploited to reuse prior visibility calculations where edge intersections remain the same.
The depth buffer method is used to determine visibility in 3D graphics by testing the depth (z-coordinate) of each surface to determine the closest visible surface. It involves using two buffers - a depth buffer to store the depth values and a frame buffer to store color values. For each pixel, the depth value is calculated and compared to the existing value in the depth buffer, and if closer the color and depth values are updated in the respective buffers. This method is implemented efficiently in hardware and processes surfaces one at a time in any order.
The document discusses various algorithms for visible surface detection, which is the identification and removal of surfaces that are not visible to the user based on their perspective. It describes the Z-buffer algorithm, BSP algorithm, A-buffer algorithm, scan-line algorithm, and painter's/depth sorting algorithm. For the Z-buffer algorithm, it explains how it uses two buffers (Z-buffer and refresh buffer) to compare depth values of overlapping pixels and determine which surfaces are visible. It also discusses considerations for different viewing directions. The BSP algorithm sorts polygons from back to front using a binary space partitioning tree. The A-buffer improves on Z-buffer for transparent surfaces by using linked lists at each pixel. The scan-line
The A-buffer method is an extension of the depth-buffer method that allows for anti-aliasing and transparency. It works by building a pixel mask for each polygon fragment and determining the visible areas to average color values. The key data structure is the accumulation buffer, which stores color, opacity, depth, coverage, and other data for each pixel. It operates similar to a depth buffer but also considers opacity to determine the final pixel color.
a spline is a flexible strip used to produce a smooth curve through a designated set of points.
Polynomial sections are fitted so that the curve passes through each control point, Resulting curve is said to interpolate the set of control points.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
This document summarizes the scan-line rendering algorithm. It maintains two tables - an edge table containing line coordinates and surface pointers, and a polygon table containing surface properties. For each scan line, all intersecting surfaces are examined to determine the visible surface. Depths are calculated to set surface flags and populate the image buffer with intensity values from the visible surface. Coherence between scan lines is exploited to reuse prior visibility calculations where edge intersections remain the same.
The depth buffer method is used to determine visibility in 3D graphics by testing the depth (z-coordinate) of each surface to determine the closest visible surface. It involves using two buffers - a depth buffer to store the depth values and a frame buffer to store color values. For each pixel, the depth value is calculated and compared to the existing value in the depth buffer, and if closer the color and depth values are updated in the respective buffers. This method is implemented efficiently in hardware and processes surfaces one at a time in any order.
The document discusses various algorithms for visible surface detection, which is the identification and removal of surfaces that are not visible to the user based on their perspective. It describes the Z-buffer algorithm, BSP algorithm, A-buffer algorithm, scan-line algorithm, and painter's/depth sorting algorithm. For the Z-buffer algorithm, it explains how it uses two buffers (Z-buffer and refresh buffer) to compare depth values of overlapping pixels and determine which surfaces are visible. It also discusses considerations for different viewing directions. The BSP algorithm sorts polygons from back to front using a binary space partitioning tree. The A-buffer improves on Z-buffer for transparent surfaces by using linked lists at each pixel. The scan-line
The A-buffer method is an extension of the depth-buffer method that allows for anti-aliasing and transparency. It works by building a pixel mask for each polygon fragment and determining the visible areas to average color values. The key data structure is the accumulation buffer, which stores color, opacity, depth, coverage, and other data for each pixel. It operates similar to a depth buffer but also considers opacity to determine the final pixel color.
a spline is a flexible strip used to produce a smooth curve through a designated set of points.
Polynomial sections are fitted so that the curve passes through each control point, Resulting curve is said to interpolate the set of control points.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
The document discusses the 3D viewing pipeline which transforms 3D world coordinates to 2D viewport coordinates through a series of steps. It then describes parallel and perspective projections. Parallel projection preserves object scale and shape while perspective projection does not due to foreshortening effects. Perspective projection involves projecting 3D points along projection rays to a view plane based on a center of projection. Other topics covered include vanishing points, different types of perspective projections, and how viewing parameters affect the view volume and object positioning in the view plane coordinates.
Computer Graphics - Hidden Line Removal AlgorithmJyotiraman De
ย
This document discusses various algorithms for hidden surface removal when rendering 3D scenes, including the z-buffer method, scan-line method, spanning scan-line method, floating horizon method, and discrete data method. The z-buffer method uses a depth buffer to track the closest surface at each pixel. The scan-line method only considers visible surfaces within each scan line. The floating horizon method finds the visible portions of curves using a horizon array. The discrete data method handles surfaces defined by discrete points rather than mathematical equations.
3D transformation in computer graphicsSHIVANI SONI
ย
This document discusses different types of 2D and 3D transformations that are used in computer graphics, including translation, rotation, scaling, shearing, and reflection. It provides the mathematical equations and transformation matrices used to perform each type of transformation on 2D and 3D points and objects. Key types of rotations discussed are roll (around z-axis), pitch (around x-axis), and yaw (around y-axis). Homogeneous coordinates are introduced for representing 3D points.
Polygon clipping involves taking a polygon and clipping it against another shape to produce one or more smaller polygons. The Sutherland-Hodgman algorithm handles polygon clipping by testing each edge of the clipping polygon against each edge of the clip shape. There are four cases for how an edge can be clipped - wholly inside, exit, wholly outside, enter - and the algorithm saves or discards vertices based on these cases. Repeatedly clipping against each edge of the clip shape handles all cases and produces the final clipped polygon(s).
The document discusses several methods for visible surface detection or hidden surface removal in 3D computer graphics, including object space and image space methods. Object space methods determine visibility in 3D coordinates and include depth sorting and binary space partitioning (BSP) trees, while image space methods determine visibility on a per-pixel basis and include the depth-buffer or z-buffer method and ray casting. The depth-buffer method uses two buffers, a frame buffer and depth buffer, to render surfaces from back to front on a pixel-by-pixel basis. BSP trees recursively subdivide space with splitting planes to give a rendering order that correctly draws objects from back to front.
This document discusses methods for identifying and removing hidden surfaces when rendering 3D scenes to create a realistic 2D image. It describes two approaches: object-space methods that compare whole objects, and image-space methods that decide visibility point-by-point. It focuses on the depth buffer/z-buffer method, which processes surfaces one point at a time, comparing depth values to determine visibility and store the color of visible points. It also discusses using scan line coherence to solve hidden surfaces one scan line at a time from top to bottom.
The document discusses different methods for 3D display and projection. It describes parallel projection, where lines of sight are parallel, and perspective projection, where lines converge at vanishing points. The key types of projection are outlined as parallel (orthographic and oblique) and perspective. Orthographic projection uses perpendicular lines, while oblique projection uses arbitrary angles. Perspective projection creates realistic size variation with distance and can have one, two, or three vanishing points.
This document discusses different 3D display and rendering methods. It describes parallel and perspective projections, which transform 3D objects onto a 2D plane. Parallel projection discards the z-coordinate and keeps parallel lines parallel, while perspective projection converges lines to give a realistic impression of depth. Common projection types include orthographic, oblique, cavalier and cabinet. Surface rendering involves collecting data on an object to create a 3D computer image, and is used in industries like healthcare and archaeology.
The document discusses 2D viewing and clipping techniques in computer graphics. It describes how clipping is used to select only a portion of an image to display by defining a clipping region. It also discusses 2D viewing transformations which involve operations like translation, rotation and scaling to map coordinates from a world coordinate system to a device coordinate system. It specifically describes the Cohen-Sutherland line clipping algorithm which uses region codes to quickly determine if lines are completely inside, outside or intersect the clipping region to optimize the clipping calculation.
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
Halftoning is the process of converting a greyscale image to a binary image made up of black and white dots. In newspapers, halftoning simulates greyscale using patterns of black dots of varying sizes on a white background. Traditionally, halftoning was done photographically by projecting an image through a halftone screen with an etched grid onto film. Different screen frequencies control dot size. Digital halftoning techniques include patterning, which replaces each pixel with a pattern from a binary font, and dithering, which thresholds the image against a dither matrix to determine black and white pixels.
This document provides an introduction to image segmentation. It discusses how image segmentation partitions an image into meaningful regions based on measurements like greyscale, color, texture, depth, or motion. Segmentation is often an initial step in image understanding and has applications in identifying objects, guiding robots, and video compression. The document describes thresholding and clustering as two common segmentation techniques and provides examples of segmentation based on greyscale, texture, motion, depth, and optical flow. It also discusses region-growing, edge-based, and active contour model approaches to segmentation.
Visible surface detection in computer graphicanku2266
ย
Visible surface detection aims to determine which parts of 3D objects are visible and which are obscured. There are two main approaches: object space methods compare objects' positions to determine visibility, while image space methods process surfaces one pixel at a time to determine visibility based on depth. Depth-buffer and A-buffer methods are common image space techniques that use depth testing to handle occlusion.
Three key points about advanced computer graphics and 3D viewing:
1. 3D viewing involves establishing a viewing coordinate system and transforming 3D world coordinates to 2D viewing coordinates using translations and rotations. Projections like parallel and perspective then project the viewing coordinates onto a 2D view plane.
2. Common projections used in 3D viewing are parallel projections, which project lines parallel to the view plane, and perspective projections, which simulate how the human eye sees and cause objects to appear smaller with distance.
3. Viewing pipelines involve modeling, transformations between coordinate systems, projections, clipping to a view volume, and normalization before rendering the 2D image. Technologies like OpenGL help specify common operations like projections, view
Polygon is a figure having many slides. It may be represented as a number of line segments end to end to form a closed figure.
The line segments which form the boundary of the polygon are called edges or slides of the polygon.
The end of the side is called the polygon vertices.
Triangle is the most simple form of polygon having three side and three vertices.
The polygon may be of any shape.
hidden surface elimination using z buffer algorithmrajivagarwal23dei
ย
The document discusses hidden surface removal techniques used in 3D computer graphics. It introduces the hidden surface problem that arises when non-transparent objects obscure other objects from view. It describes object space and image space methods for identifying and removing hidden surfaces. The z-buffer algorithm is discussed as a commonly used image space method that works by comparing depth values in a z-buffer to determine which surfaces are visible at each pixel location.
The document discusses two algorithms for filling polygons: boundary fill and flood fill. Boundary fill starts at a point inside the polygon and fills pixels until it reaches the boundary color. Flood fill replaces all pixels of a specified interior color with a fill color. Both can be implemented with 4-connected or 8-connected pixels. Flood fill colors the entire area but uses more memory, while boundary fill stops at the boundary and is more efficient.
The document discusses the Liang-Barsky line clipping algorithm, an algorithm used to clip lines to a rectangular viewing area. It is covered by Arvind Kumar, an assistant professor at Vidya College of Engineering. As an example, the line clipping algorithm is shown clipping a line with endpoints (22.5,15) and (25,16).
This document discusses various 3D transformations including translation, rotation, scaling, reflection, and shearing. It provides the transformation matrices for each type of 3D transformation. It also discusses combining multiple transformations through composite transformations by multiplying the matrices in sequence from right to left.
Anti-aliasing is a technique used to reduce aliasing, which makes curved or slanted lines appear jagged when displayed on a lower resolution output device like a monitor. Aliasing occurs because the device lacks enough resolution to smoothly represent curved lines. Anti-aliasing works by adding subtle color changes around lines, which causes jagged edges to blur together when viewed from a distance. There are several anti-aliasing techniques, including increasing the display resolution, area sampling to shade pixels based on the area covered by thickened lines, and post-filtering by generating a higher resolution virtual image and averaging it down.
The document discusses the 3D viewing pipeline which transforms 3D world coordinates to 2D viewport coordinates through a series of steps. It then describes parallel and perspective projections. Parallel projection preserves object scale and shape while perspective projection does not due to foreshortening effects. Perspective projection involves projecting 3D points along projection rays to a view plane based on a center of projection. Other topics covered include vanishing points, different types of perspective projections, and how viewing parameters affect the view volume and object positioning in the view plane coordinates.
Computer Graphics - Hidden Line Removal AlgorithmJyotiraman De
ย
This document discusses various algorithms for hidden surface removal when rendering 3D scenes, including the z-buffer method, scan-line method, spanning scan-line method, floating horizon method, and discrete data method. The z-buffer method uses a depth buffer to track the closest surface at each pixel. The scan-line method only considers visible surfaces within each scan line. The floating horizon method finds the visible portions of curves using a horizon array. The discrete data method handles surfaces defined by discrete points rather than mathematical equations.
3D transformation in computer graphicsSHIVANI SONI
ย
This document discusses different types of 2D and 3D transformations that are used in computer graphics, including translation, rotation, scaling, shearing, and reflection. It provides the mathematical equations and transformation matrices used to perform each type of transformation on 2D and 3D points and objects. Key types of rotations discussed are roll (around z-axis), pitch (around x-axis), and yaw (around y-axis). Homogeneous coordinates are introduced for representing 3D points.
Polygon clipping involves taking a polygon and clipping it against another shape to produce one or more smaller polygons. The Sutherland-Hodgman algorithm handles polygon clipping by testing each edge of the clipping polygon against each edge of the clip shape. There are four cases for how an edge can be clipped - wholly inside, exit, wholly outside, enter - and the algorithm saves or discards vertices based on these cases. Repeatedly clipping against each edge of the clip shape handles all cases and produces the final clipped polygon(s).
The document discusses several methods for visible surface detection or hidden surface removal in 3D computer graphics, including object space and image space methods. Object space methods determine visibility in 3D coordinates and include depth sorting and binary space partitioning (BSP) trees, while image space methods determine visibility on a per-pixel basis and include the depth-buffer or z-buffer method and ray casting. The depth-buffer method uses two buffers, a frame buffer and depth buffer, to render surfaces from back to front on a pixel-by-pixel basis. BSP trees recursively subdivide space with splitting planes to give a rendering order that correctly draws objects from back to front.
This document discusses methods for identifying and removing hidden surfaces when rendering 3D scenes to create a realistic 2D image. It describes two approaches: object-space methods that compare whole objects, and image-space methods that decide visibility point-by-point. It focuses on the depth buffer/z-buffer method, which processes surfaces one point at a time, comparing depth values to determine visibility and store the color of visible points. It also discusses using scan line coherence to solve hidden surfaces one scan line at a time from top to bottom.
The document discusses different methods for 3D display and projection. It describes parallel projection, where lines of sight are parallel, and perspective projection, where lines converge at vanishing points. The key types of projection are outlined as parallel (orthographic and oblique) and perspective. Orthographic projection uses perpendicular lines, while oblique projection uses arbitrary angles. Perspective projection creates realistic size variation with distance and can have one, two, or three vanishing points.
This document discusses different 3D display and rendering methods. It describes parallel and perspective projections, which transform 3D objects onto a 2D plane. Parallel projection discards the z-coordinate and keeps parallel lines parallel, while perspective projection converges lines to give a realistic impression of depth. Common projection types include orthographic, oblique, cavalier and cabinet. Surface rendering involves collecting data on an object to create a 3D computer image, and is used in industries like healthcare and archaeology.
The document discusses 2D viewing and clipping techniques in computer graphics. It describes how clipping is used to select only a portion of an image to display by defining a clipping region. It also discusses 2D viewing transformations which involve operations like translation, rotation and scaling to map coordinates from a world coordinate system to a device coordinate system. It specifically describes the Cohen-Sutherland line clipping algorithm which uses region codes to quickly determine if lines are completely inside, outside or intersect the clipping region to optimize the clipping calculation.
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
Halftoning is the process of converting a greyscale image to a binary image made up of black and white dots. In newspapers, halftoning simulates greyscale using patterns of black dots of varying sizes on a white background. Traditionally, halftoning was done photographically by projecting an image through a halftone screen with an etched grid onto film. Different screen frequencies control dot size. Digital halftoning techniques include patterning, which replaces each pixel with a pattern from a binary font, and dithering, which thresholds the image against a dither matrix to determine black and white pixels.
This document provides an introduction to image segmentation. It discusses how image segmentation partitions an image into meaningful regions based on measurements like greyscale, color, texture, depth, or motion. Segmentation is often an initial step in image understanding and has applications in identifying objects, guiding robots, and video compression. The document describes thresholding and clustering as two common segmentation techniques and provides examples of segmentation based on greyscale, texture, motion, depth, and optical flow. It also discusses region-growing, edge-based, and active contour model approaches to segmentation.
Visible surface detection in computer graphicanku2266
ย
Visible surface detection aims to determine which parts of 3D objects are visible and which are obscured. There are two main approaches: object space methods compare objects' positions to determine visibility, while image space methods process surfaces one pixel at a time to determine visibility based on depth. Depth-buffer and A-buffer methods are common image space techniques that use depth testing to handle occlusion.
Three key points about advanced computer graphics and 3D viewing:
1. 3D viewing involves establishing a viewing coordinate system and transforming 3D world coordinates to 2D viewing coordinates using translations and rotations. Projections like parallel and perspective then project the viewing coordinates onto a 2D view plane.
2. Common projections used in 3D viewing are parallel projections, which project lines parallel to the view plane, and perspective projections, which simulate how the human eye sees and cause objects to appear smaller with distance.
3. Viewing pipelines involve modeling, transformations between coordinate systems, projections, clipping to a view volume, and normalization before rendering the 2D image. Technologies like OpenGL help specify common operations like projections, view
Polygon is a figure having many slides. It may be represented as a number of line segments end to end to form a closed figure.
The line segments which form the boundary of the polygon are called edges or slides of the polygon.
The end of the side is called the polygon vertices.
Triangle is the most simple form of polygon having three side and three vertices.
The polygon may be of any shape.
hidden surface elimination using z buffer algorithmrajivagarwal23dei
ย
The document discusses hidden surface removal techniques used in 3D computer graphics. It introduces the hidden surface problem that arises when non-transparent objects obscure other objects from view. It describes object space and image space methods for identifying and removing hidden surfaces. The z-buffer algorithm is discussed as a commonly used image space method that works by comparing depth values in a z-buffer to determine which surfaces are visible at each pixel location.
The document discusses two algorithms for filling polygons: boundary fill and flood fill. Boundary fill starts at a point inside the polygon and fills pixels until it reaches the boundary color. Flood fill replaces all pixels of a specified interior color with a fill color. Both can be implemented with 4-connected or 8-connected pixels. Flood fill colors the entire area but uses more memory, while boundary fill stops at the boundary and is more efficient.
The document discusses the Liang-Barsky line clipping algorithm, an algorithm used to clip lines to a rectangular viewing area. It is covered by Arvind Kumar, an assistant professor at Vidya College of Engineering. As an example, the line clipping algorithm is shown clipping a line with endpoints (22.5,15) and (25,16).
This document discusses various 3D transformations including translation, rotation, scaling, reflection, and shearing. It provides the transformation matrices for each type of 3D transformation. It also discusses combining multiple transformations through composite transformations by multiplying the matrices in sequence from right to left.
Anti-aliasing is a technique used to reduce aliasing, which makes curved or slanted lines appear jagged when displayed on a lower resolution output device like a monitor. Aliasing occurs because the device lacks enough resolution to smoothly represent curved lines. Anti-aliasing works by adding subtle color changes around lines, which causes jagged edges to blur together when viewed from a distance. There are several anti-aliasing techniques, including increasing the display resolution, area sampling to shade pixels based on the area covered by thickened lines, and post-filtering by generating a higher resolution virtual image and averaging it down.
Post init hook in the odoo 17 ERP ModuleCeline George
ย
In Odoo, hooks are functions that are presented as a string in the __init__ file of a module. They are the functions that can execute before and after the existing code.
How to Create User Notification in Odoo 17Celine George
ย
This slide will represent how to create user notification in Odoo 17. Odoo allows us to create and send custom notifications on some events or actions. We have different types of notification such as sticky notification, rainbow man effect, alert and raise exception warning or validation.
Cross-Cultural Leadership and CommunicationMattVassar1
ย
Business is done in many different ways across the world. How you connect with colleagues and communicate feedback constructively differs tremendously depending on where a person comes from. Drawing on the culture map from the cultural anthropologist, Erin Meyer, this class discusses how best to manage effectively across the invisible lines of culture.
Information and Communication Technology in EducationMJDuyan
ย
(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง 2)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ ๐ข๐ง ๐๐๐ฎ๐๐๐ญ๐ข๐จ๐ง:
Students will be able to explain the role and impact of Information and Communication Technology (ICT) in education. They will understand how ICT tools, such as computers, the internet, and educational software, enhance learning and teaching processes. By exploring various ICT applications, students will recognize how these technologies facilitate access to information, improve communication, support collaboration, and enable personalized learning experiences.
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐ซ๐๐ฅ๐ข๐๐๐ฅ๐ ๐ฌ๐จ๐ฎ๐ซ๐๐๐ฌ ๐จ๐ง ๐ญ๐ก๐ ๐ข๐ง๐ญ๐๐ซ๐ง๐๐ญ:
-Students will be able to discuss what constitutes reliable sources on the internet. They will learn to identify key characteristics of trustworthy information, such as credibility, accuracy, and authority. By examining different types of online sources, students will develop skills to evaluate the reliability of websites and content, ensuring they can distinguish between reputable information and misinformation.
The Science of Learning: implications for modern teachingDerek Wenmoth
ย
Keynote presentation to the Educational Leaders hui Koฬkiritia Marautanga held in Auckland on 26 June 2024. Provides a high level overview of the history and development of the science of learning, and implications for the design of learning in our modern schools and classrooms.
Get Success with the Latest UiPath UIPATH-ADPV1 Exam Dumps (V11.02) 2024yarusun
ย
Are you worried about your preparation for the UiPath Power Platform Functional Consultant Certification Exam? You can come to DumpsBase to download the latest UiPath UIPATH-ADPV1 exam dumps (V11.02) to evaluate your preparation for the UIPATH-ADPV1 exam with the PDF format and testing engine software. The latest UiPath UIPATH-ADPV1 exam questions and answers go over every subject on the exam so you can easily understand them. You won't need to worry about passing the UIPATH-ADPV1 exam if you master all of these UiPath UIPATH-ADPV1 dumps (V11.02) of DumpsBase. #UIPATH-ADPV1 Dumps #UIPATH-ADPV1 #UIPATH-ADPV1 Exam Dumps
220711130100 udita Chakraborty Aims and objectives of national policy on inf...
ย
Z buffer
1. A. K. Biswas, Dept. Of Computer Apllication, B.I.T., Durg 1
COMPUTER GRAPHICSCOMPUTER GRAPHICS
Visible Surface DetectionVisible Surface Detection
(Z-Buffer/Depth Buffer)(Z-Buffer/Depth Buffer)
2. A. K. Biswas, Dept. Of Computer Apllication, B.I.T., Durg 2
DEPTH-BUFFER METHODDEPTH-BUFFER METHOD
๏ Compares surface depth values throughout a scene
for each pixel position on the projection plane
๏ Usually applied to scenes only containing polygons
๏ Fast approach due to easy depth values computation
๏ Also often called the z-buffer method
(x2, y2) & z2
(x3, y3) & z3
(x1, y1) & z1
๏ง (x1, y1), (x2, y2) &
(x3, y3) are the pixel
positions of surfaces
S1, S2, and S3
respectively.
๏ง z1, z2 and z3 defines
the depth values
(distance) of surfaces
S1, S2, and S3
respectively from the
View Plane
3. A. K. Biswas, Dept. Of Computer Apllication, B.I.T., Durg 3
DEPTH-BUFFER METHOD (Contโฆ)DEPTH-BUFFER METHOD (Contโฆ)
1. Initialise the depth buffer and frame buffer so that for
all buffer positions (x, y)
depthBuff(x, y) = 1.0
frameBuff(x, y) = bgColour
2. Process each polygon in a scene, one at a time
โ For each projected (x, y) pixel position of a
polygon, calculate the depth z (if not already
known)
โ If z < depthBuff(x, y), compute the surface colour
at that position and set
depthBuff(x, y) = z
frameBuff(x, y) = surfColour(x, y)
๏ After all surfaces are processed depthBuff and frameBuff
will store correct values
4. A. K. Biswas, Dept. Of Computer Apllication, B.I.T., Durg 4
DEPTH CALCULATIONDEPTH CALCULATION
7. A. K. Biswas, Dept. Of Computer Apllication, B.I.T., Durg 7
Iterative Calculations (contโฆ)Iterative Calculations (contโฆ)
top scan line
bottom scan line
y scan line
y - 1 scan line
x xโ
8. A. K. Biswas, Dept. Of Computer Apllication, B.I.T., Durg 8
DISADVANTAGES OF DEPTH BUFFERDISADVANTAGES OF DEPTH BUFFER
This method only find out one visible surface
at each pixel position that means it deals
with only Opaque surface.
1
2
3
4
5
6
1 Red
2 Red
3 Green
4 Blue
5 Green
6 Red