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July 1, 1980ACM SIGGRAPH Computer Graphics323 citations

On visible surface generation by a priori tree structures

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HFHenry FuchsZKZvi M. KedemBNBruce Naylor

Key Points

  • The aim is to develop an efficient algorithm for solving the hidden surface problem in 3-D polygonal scenes.
  • Developed a binary space partitioning tree for the environment's polygons.
  • Preprocessed the environment's database to allow for reduced run-time calculations.
  • Utilized in-order traversal to generate a visibility priority order based on viewing position.
  • Successfully generated realistic images of 3-D scenes with decreased run-time computations.
  • Provided a complete solution to the hidden surface problem for static environments with only viewpoint changes.

Abstract

This paper describes a new algorithm for solving the hidden surface (or line) problem, to more rapidly generate realistic images of 3-D scenes composed of polygons, and presents the development of theoretical foundations in the area as well as additional related algorithms. As in many applications the environment to be displayed consists of polygons many of whose relative geometric relations are static, we attempt to capitalize on this by preprocessing the environment's database so as to decrease the run-time computations required to generate a scene. This preprocessing is based on generating a “binary space partitioning” tree whose in order traversal of visibility priority at run-time will produce a linear order, dependent upon the viewing position, on (parts of) the polygons, which can then be used to easily solve the hidden surface problem. In the application where the entire environment is static with only the viewing-position changing, as is common in simulation, the results presented will be sufficient to solve completely the hidden surface problem.

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Cite This Study

Fuchs et al. (1980) studied this question.

synapsesocial.com/papers/6a0ec2bcaa1655e5fb22c2d2https://doi.org/10.1145/965105.807481
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