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Hidden surface determination

Index Hidden surface determination

In 3D computer graphics, shown surface determination (also known as hidden surface removal (HSR), occlusion culling (OC) or visible surface determination (VSD)) is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint. [1]

33 relations: Algorithm, Back-face culling, Beam tracing, Binary space partitioning, Centroid, Clipping (computer graphics), Clipping path, Divide and conquer algorithm, Dreamcast, Graphical projection, Graphics pipeline, Hidden line removal, K-d tree, List of Sega arcade system boards, Octree, Painter's algorithm, Portal rendering, Potentially visible set, PowerVR, Quake (video game), Rasterisation, Ray tracing (graphics), Rendering (computer graphics), Scanline rendering, Sorting, Viewing frustum, Virtual camera system, Visibility (geometry), Warnock algorithm, Z-buffering, Z-fighting, 3D computer graphics, 3D projection.

Algorithm

In mathematics and computer science, an algorithm is an unambiguous specification of how to solve a class of problems.

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Back-face culling

In computer graphics, back-face culling determines whether a polygon of a graphical object is visible.

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Beam tracing

Beam tracing is an algorithm to simulate wave propagation.

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Binary space partitioning

In computer science, binary space partitioning (BSP) is a method for recursively subdividing a space into convex sets by hyperplanes.

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Centroid

In mathematics and physics, the centroid or geometric center of a plane figure is the arithmetic mean position of all the points in the shape.

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Clipping (computer graphics)

Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest.

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Clipping path

A clipping path (or "deep etch") is a closed vector path, or shape, used to cut out a 2D image in image editing software.

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Divide and conquer algorithm

In computer science, divide and conquer is an algorithm design paradigm based on multi-branched recursion.

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Dreamcast

The is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe.

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Graphical projection

Graphical projection is a protocol, used in technical drawing, by which an image of a three-dimensional object is projected onto a planar surface without the aid of numerical calculation.

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Graphics pipeline

In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen.

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Hidden line removal

Solid objects are usually modeled by polyhedra in a computer representation.

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K-d tree

In computer science, a k-d tree (short for k-dimensional tree) is a space-partitioning data structure for organizing points in a k-dimensional space.

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List of Sega arcade system boards

The following is a list of arcade system boards released by Sega.

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Octree

An octree is a tree data structure in which each internal node has exactly eight children.

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Painter's algorithm

The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics.

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Portal rendering

In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination.

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Potentially visible set

Potentially Visible Sets are used to accelerate the rendering of 3D environments.

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PowerVR

PowerVR is a division of Imagination Technologies (formerly VideoLogic) that develops hardware and software for 2D and 3D rendering, and for video encoding, decoding, associated image processing and DirectX, OpenGL ES, OpenVG, and OpenCL acceleration.

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Quake (video game)

Quake is a first-person shooter video game, developed by id Software and published by GT Interactive in 1996.

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Rasterisation

Rasterisation (or rasterization) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (pixels or dots) for output on a video display or printer, or for storage in a bitmap file format.

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Ray tracing (graphics)

In computer graphics, ray tracing is a rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.

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Rendering (computer graphics)

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs.

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Scanline rendering

Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.

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Sorting

Sorting is any process of arranging items systematically, and has two common, yet distinct meanings.

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Viewing frustum

In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera.

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Virtual camera system

In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world.

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Visibility (geometry)

Visibility in geometry is a mathematical abstraction of the real-life notion of visibility.

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Warnock algorithm

The Warnock algorithm is a hidden surface algorithm invented by John Warnock that is typically used in the field of computer graphics.

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Z-buffering

In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software.

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Z-fighting

Demonstration of z-fighting with multiple colors and textures over a grey background Z-fighting, also called stitching, is a phenomenon in 3D rendering that occurs when two or more primitives have similar or identical values in the z-buffer.

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3D computer graphics

3D computer graphics or three-dimensional computer graphics, (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.

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3D projection

3D projection is any method of mapping three-dimensional points to a two-dimensional plane.

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Redirects here:

Contribution culling, Culling (computer graphics), Frustrum culling, Frustum culling, Hidden face removal, Hidden surface elimination, Hidden surface problem, Hidden surface removal, Hidden-surface elimination, Hider, Occlusion culling, View frustum culling, Viewport culling, Visible Surface Determination, Visible surface determination.

References

[1] https://en.wikipedia.org/wiki/Hidden_surface_determination

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