TY - GEN
T1 - On visible surface generation by a priori tree structures
AU - Fuchs, Henry
AU - Kedem, Zvi M.
AU - Naylor, Bruce F.
N1 - Funding Information:
One of the long-term goals of computer graphics has been, and continues to be, the rapid, possibly real-time generation of £ealistic images of simulated 3-D environments. "Real-time," in current practice, has come to mean creating an image in 1/30 of a second--fast enough to continually generate images on a video monitor. With this fast image generation, there is no aiscernable delay between specifying parameters zor an image (using knobs, switches, or cockpit controls) and the *This research was partially supported by NSF under Grants MCS79-00168 and MC579-02593, and was zacilitated by the use of Theory Net (NSF Grant MCS78-0|689).
Publisher Copyright:
� ACM. All rights reserved.
PY - 1980/7/14
Y1 - 1980/7/14
N2 - 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 pre processing tile environment,s database so as to decrease the run-time computations required to generate a scene. This preprocessing is based on generating a "ninary space partitioning" tree whose inorder traversal of visibility priority at run-time will produce a lineaL" order, dependent upon the viewing position, on (parts of) the polygons, which can then be used to easily solve the hidden surfac6 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 safficient to solve completely tlae llidden surface problem.
AB - 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 pre processing tile environment,s database so as to decrease the run-time computations required to generate a scene. This preprocessing is based on generating a "ninary space partitioning" tree whose inorder traversal of visibility priority at run-time will produce a lineaL" order, dependent upon the viewing position, on (parts of) the polygons, which can then be used to easily solve the hidden surfac6 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 safficient to solve completely tlae llidden surface problem.
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U2 - 10.1145/800250.807481
DO - 10.1145/800250.807481
M3 - Conference contribution
AN - SCOPUS:85033218518
SN - 0897910214
SN - 9780897910217
T3 - Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1980
SP - 124
EP - 133
BT - Proceedings of the 7th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1980
PB - Association for Computing Machinery, Inc
T2 - 7th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1980
Y2 - 14 July 1980 through 18 July 1980
ER -