Visible Surface Detection Flashcards

1
Q

Classification of Visible Surface Detection method

A

Object Space methods

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2
Q

What are the characteristics of Image Space methods?

A

Depth Buffer Method
A buffer method
Scan line Method
Area Subdivision method

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3
Q

What are the characteristics Object Space Method

A

back Face Detection
BSP Tree Method
Octree Methods
Ray-Casting

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4
Q

What is Depth cueing?

A

HiddenSurfaces are diaplyed with different intensity,color or shadow to give the hint for 3D object

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5
Q

What is an image space method?

A

based on pixels to be drawn on 2D
Run the complexity the number of pixel times
Space complexity is two times the number of pixels
One array for the frame buffer
One array for the depth buffer
Also,coherence properties can be used

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6
Q

What is Depth Buffer algorithm?

A

Also,known as Z-buffer algorithm,image space approach
Each surface is processed separately one pixel at a time
The depth values for a pixel and the closest z value determines the color displayed in the frame buffer
Applied very efficiently on polygon surfaces,surface is processed in any order

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7
Q

Two buffers used in Depth buffer algorithm

A

Refresh Buffer ,depth buffer

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8
Q

In what range are z coordinates normalized

A

[0,1]

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9
Q

initialize the (z) depth buffer and refresh buffer so that for all buffer position, coordinates values of depth Buff and Refresh Buff

A

0

I background

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10
Q

For each surface in Polygon,z

A

DepthBuff(x,y)=z

RefreshBuff(x,y)=Isurcol(x,y)

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11
Q

Polygon surface equation

A

z= (-Ax-By-D)/C

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12
Q

For any scan line, the horizontal x position or vertical y position differ by

A

1 unit

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13
Q

The depth value for the next position in the scan line is, at x+1,y :

A

Z’= [-A(x+1)-By-D]/C

=z - A/C

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14
Q

For adjacent scan lines we can compute the x value,z value

A

x’=x-1/m

z’=z+(A/m+B)/C

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15
Q

A Buffer algorithm:

A

Extension of z buffer

Antiliased,area averaged and accumulation buffer s

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16
Q

Who developed surface rendering methods?

A

Lucasfilm

17
Q

A drawback of the depth-buffer method

A

Deals only opaque surfaces

Can’t accumulate intensity values for more than one surface

18
Q

Each position in A buffer can be referenced what type of data structure:

A

linked list

19
Q

Each position in the A buffer has two fields, What?

A

Depth Field

Intensity field

20
Q

if the number at position is depth

the intensity field stores the RGB

A

Positive

21
Q

if there are multiple surfaces contributions to a pixel

the intensity field stores a pointer to a linked list of surfaces

A

Negative

22
Q

What are the contents of a linked list in A buffer?

A
RGB intensity components
Opacity Parameters
Depth
Percent of area coverage
Surface identifier
Pointers to the next surface