1974
DOI: 10.1145/356625.356626
|View full text |Cite
|
Sign up to set email alerts
|

A Characterization of Ten Hidden-Surface Algorithms

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

2
236
0
3

Year Published

1978
1978
2022
2022

Publication Types

Select...
7
1
1

Relationship

0
9

Authors

Journals

citations
Cited by 748 publications
(241 citation statements)
references
References 6 publications
2
236
0
3
Order By: Relevance
“…The reflectance map correctly accounts for selfshadowed surfaces, but not shadows cast by one surface element on another. Such cast shadows can however be calculated using well-known hidden-surface algorithms to predict which surface elements are not visible from the source [26,27,20].…”
Section: The Reflectance Mapmentioning
confidence: 99%
See 1 more Smart Citation
“…The reflectance map correctly accounts for selfshadowed surfaces, but not shadows cast by one surface element on another. Such cast shadows can however be calculated using well-known hidden-surface algorithms to predict which surface elements are not visible from the source [26,27,20].…”
Section: The Reflectance Mapmentioning
confidence: 99%
“…One difference between their methods and those needed to generate the synthetic images used here arises from the relative simplicity of the satellite imaging situation. Here there are no hidden surfaces and thus no need for hidden-surface elimination [26,27,20]. Because of the near-orthographic projection, the computation is simple and does not require interpolation or successive refinement of surface patches.…”
Section: Relationship To Work In Computer Graphicsmentioning
confidence: 99%
“…Distributions of maximal vertex distance from underlying surface. To assess the distance from implicitly defined planes, a surface normal is found using Newell's algorithm (see e.g., [34], p. 15). Arbitrary precision floating point arithmetic is used during computation.…”
Section: Initial Methodologymentioning
confidence: 99%
“…More specifically, for each element of the scene the Z-buffer provides a solution for capturing that part of it that is visible and not on the back side with respect to the viewing position. It was initially proposed by [7] and considered as a naive solution, however nowadays depth buffer is a standard and very essential method in computer graphics. In our simulation the buffer is constructed as a line (Fig.…”
Section: B Algorithm Analysismentioning
confidence: 99%