Visible Surface Detection and Z-Buffer Algorithms

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Visible Surface Detection Methods

  • All these algorithms are known as Visible Surface Detection methods.

  • These methods are also referred to as Hidden Surface Elimination methods.

  • Visible surface algorithms attempt to determine the lines, edges, surfaces, or volumes that are visible to an observer located at a specific point in space.

Visible surface detection algorithms are classified as:

  1. Object space method

  2. Image space method

Object Space Method

  • It compares objects and parts of objects to each other within the scene definition to determine which surfaces, as a whole, we should label as visible.

  • These methods can be used effectively to locate visible surfaces.

  • Line display algorithms generally use object space methods to identify visible lines in wireframe displays.

Image Space Method

  • In this method, visibility is decided point by point at each pixel position on the projection plane.

  • Most visible surface algorithms use image space methods.

  • Many image-space algorithms can be adapted easily to visible-line algorithms.

  • Most use sorting and coherence methods to improve performance.

  • Sorting is used to facilitate depth comparisons by ordering the individual surfaces in a scene according to their distance from the view plane.

  • Coherence methods are used to take advantage of regularities in a scene.

Depth-Buffer Method (Z-Buffer)

  • A commonly used image-space approach to detecting visible surfaces is the depth-buffer method, which compares surface depths at each pixel position on the projection plane.

  • This procedure is also referred to as the Z-buffer method, since object depth is usually measured from the view plane along the z-axis of a viewing system.

  • Each surface of a scene is processed separately, one point at a time across the surface.

  • The method is usually applied to scenes containing only polygon surfaces, because depth values can be computed very quickly and the method is easy to implement.

  • With the object description converted to projection coordinates, each (x, y, z) position on a polygon surface corresponds to the orthographic projection point (x, y) on the view plane.

  • Therefore, for each pixel position (x, y) on the view plane, object depths can be compared by comparing z-values.

  • The following figure shows three surfaces at varying distances along the orthographic projection line from position (x, y) in a view plane taken as the XvYv plane. Surface S1 is closest at this position, so its surface intensity value at (x, y) is saved.

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