Chapter 6
Chapter 6
Thus, N = AE x AD =
Step-2: If observer at P(5, 5, 5) so we can construct the view vector V from view point A(1,0, 0) as:
V = PA = (1-5) i + (0-5) j + (0-5) k = -4i - 5j - 5k
Step-3: To find the visibility of the object, we use dot product of view vector V and normal vector N as:
V • N = (-4i - 5j – 5k) • (i + j + k) = -4-5-5 = -14< 0
This shows that the surface is visible for the observer.
Q. Find the visibility of n1 and n2 from V.
C. Scan-Line Method
This image-space method for removing hidden surfaces is an extension of the scan-line algorithm for
filling polygon interiors where, we deal with multiple surfaces rather than one. Each scan line is
processed with calculating the depth for nearest view for determining the visible surface of intersecting
polygon. When the visible surface has been determined, the intensity value for that position is entered
into the refresh buffer.
To facilitate the search for surfaces
crossing a given scan line, we can set up
an active list of edges from information in
the edge table that contain only edges that
cross the current scan line, sorted in order
of increasing x. In addition, we define a
flag for each surface that is set on or off to
indicate whether a position along a scan
line is inside or outside of the surface.
Scan lines are processed from left to right.
At the leftmost boundary of a surface, the
surface flag is turned on; and at the
rightmost boundary, it is turned off.
D. Area-Subdivision Method
The area-subdivision method takes advantage by locating those view areas that
represent part of a single surface.
Divide the total viewing area into smaller and smaller rectangles until each small
area is the projection of part of a single visible surface or no surface at all.
Continue this process until the subdivisions are easily analyzed as belonging to
a single surface or until they are reduced to the size of a single pixel. An easy
way to do this is to successively divide the area into four equal parts at each
step. There are four possible relationships that a surface can have with a
specified area boundary.
• Surrounding surface − One
that completely encloses the
area.
• Overlapping surface − One
that is partly inside and
partly outside the area.
• Inside surface − One that is
completely inside the area.
• Outside surface − One that
is completely outside the area.
The tests for determining surface visibility within an area can be stated in terms of these four
classifications. No further subdivisions of a specified area are needed if one of the following conditions is
true −
• All surfaces are outside surfaces with respect to the area.
• Only one inside, overlapping or surrounding surface is in the area.
• A surrounding surface obscures all other surfaces within the area boundaries.
E. A-Buffer Method
The A-buffer method is an extension of the depth-buffer method. The A-buffer method is a visibility
detection method developed at Lucas film Studios for the rendering system Renders Everything You
Ever Saw (REYES).
The A-buffer expands on the depth buffer method to allow transparencies. The key data structure in the
A-buffer is the accumulation buffer.
➢ If depth < 0, it indicates multiple-surface contributions to the pixel intensity. The intensity field
then stores a pointer to a linked list of surface data.
P2
P1 C P1
b View D
f
A
P2 P2
f b f b Front
B
A B D Back
C Back (b)
(a) Front
.
Here plane P1 partitions the space into two sets of objects, one set of object is back and one set is in
front of partitioning plane relative to viewing direction. Since one object is intersected by plane P 1, we
divide that object into two separate objects labeled A and B. Now object A&C are in front of P 1, B and D
are 4 back of P1.
We next partition the space with plane P 2 and construct the binary free as fig (a). In this tree, the objects
are represented as terminal nodes, with front object as left branches and behind object as right
branches.
When BSP tree is complete, we process the tree by selecting surface for displaying in order back to
front. So fore ground object are painted over back ground objects.