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CSC418 Computer Graphics Back Faces Visibility Algorithms.

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Presentation on theme: "CSC418 Computer Graphics Back Faces Visibility Algorithms."— Presentation transcript:

1 CSC418 Computer Graphics Back Faces Visibility Algorithms

2 Visibility Problem What is NOT visible?

3 Visibility Problem What is NOT visible?
primitives outside of the field of view back-facing primitives primitives occluded by other objects closer to the camera

4 Backface culling

5 Backface culling

6 Backface culling N V E

7 Backface culling N.V > 0 is a back face?

8 Backface culling N.(P-E) >0 P N V E

9 Backface culling canonical projection
Where in the graphics pipeline can we do backface culling? canonical projection

10 Occluded faces Does backface culling always determine visibility completely for a single object?

11 Occluded faces In typical scenes some polygons will overlap, we must determine which portion of each polygon is visible to eye!

12 Painters Algorithm B C A Sort primitives in Z.
Draw primitives back to front (CBA). B C A

13 Painters Algorithm Problems Large faces Intersecting faces Cycles

14 Visibility Problem Image space algorithms
Operate in display terms pixels, scanlines Visibility resolved to display resolution Examples: Z-buffer, ray-tracing O(n*resolution) Object Space algorithms Analytically compute visible fragments Examples: painters algorithm, BSP O(n2 )

15 CSC418 Computer Graphics Next Lecture BSP trees Depth sorting
Z-buffer A-buffer


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