Painter's Algorithm
The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for Hidden-surface determination#Visible surface determination, visible surface determination in 3D computer graphics that works on a polygon, polygon-by-polygon basis rather than a pixel, pixel-by-pixel, row by row, or area by area basis of other hidden surface removal, Hidden-Surface Removal algorithms. The painter's algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object. The painter's algorithm was initially proposed as a basic method to address the Hidden-surface determination problem by Martin Newell (computer scientist), Martin Newell, Dick Newell, Richard Newell, and Tom Sancha in 1972, while all three were working at CADCentre. The name "painter's algorithm" refers to the technique employed by many painters where they begin by painting distant parts of a scene before parts that are nearer, ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Genesis Fractal Landscape Software (Commodore Amiga)
Genesis may refer to: Religion * Book of Genesis, the first book of the biblical scriptures of both Judaism and Christianity, describing the creation of the Earth and of humankind * Genesis creation narrative, the first several chapters of the Book of Genesis, which describes the origin of the Earth * Genesis Rabbah, a midrash probably written between 300 and 500 CE with some later additions, comprising a collection of interpretations of the Book of Genesis * ''The Genesis According to Spiritism'', the last book of Allan Kardec's Pentateuch, that attempts to connect religion with science. Literature, art and comics * Genesis (DC Comics), a 1997 DC Comics crossover * Genesis (Lebrun), 1960 mural by Italian-American painter and sculptor Rico Lebrun * Genesis (Marvel Comics), a Marvel Comics supervillain * Genesis, a fictional character in the comic book series ''Preacher'' * ''Genesis'', a 1951 story by H. Beam Piper * ''Genesis: The Origins of Man and the Universe'', a 1982 scien ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Directed Acyclic Graph
In mathematics, particularly graph theory, and computer science, a directed acyclic graph (DAG) is a directed graph with no directed cycles. That is, it consists of vertices and edges (also called ''arcs''), with each edge directed from one vertex to another, such that following those directions will never form a closed loop. A directed graph is a DAG if and only if it can be topologically ordered, by arranging the vertices as a linear ordering that is consistent with all edge directions. DAGs have numerous scientific and computational applications, ranging from biology (evolution, family trees, epidemiology) to information science (citation networks) to computation (scheduling). Directed acyclic graphs are also called acyclic directed graphs or acyclic digraphs. Definitions A graph is formed by vertices and by edges connecting pairs of vertices, where the vertices can be any kind of object that is connected in pairs by edges. In the case of a directed graph, each edg ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Z-buffering
A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating 3D computer graphics. The primary use now is for video games, which require fast and accurate processing of 3D scenes. Usage Occlusion ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Newell's Algorithm
Newell's Algorithm is a 3D computer graphics procedure for elimination of polygon cycles in the depth sorting required in hidden surface removal. It was proposed in 1972 by brothers Martin Newell and Dick Newell, and Tom Sancha, while all three were working at CADCentre. In the depth sorting phase of hidden surface removal, if two polygons have no overlapping extents or extreme minimum and maximum values in the x, y, and z directions, then they can be easily sorted. If two polygons, and , do have overlapping extents in the Z direction, then it is possible that cutting is necessary. In that case, Newell's algorithm tests the following: # Test for Z overlap; implied in the selection of the face from the sort list # The extreme coordinate values in X of the two faces do not overlap (minimax test in X) # The extreme coordinate values in Y of the two faces do not overlap (minimax test in Y) # All vertices of P lie deeper than the plane of # All vertices of Q lie closer to the vie ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Painters Problem
Painting is a Visual arts, visual art, which is characterized by the practice of applying paint, pigment, color or other medium to a solid surface (called "matrix" or "Support (art), support"). The medium is commonly applied to the base with a brush. Other implements, such as palette knives, sponges, airbrushes, the artist's fingers, or even a dripping technique that uses gravity may be used. One who produces paintings is called a painter. In art, the term "painting" describes both the act and the result of the action (the final work is called "a painting"). The support for paintings includes such surfaces as walls, paper, canvas, wood, glass, lacquer, pottery, leaf, copper and concrete, and the painting may incorporate other materials, in single or multiple form, including sand, clay, paper, cardboard, newspaper, plaster, gold leaf, and even entire objects. Painting is an important form of visual arts, visual art, bringing in elements such as drawing, Composition (visual art ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Dolphin 3D Engine Render
A dolphin is an aquatic mammal in the cetacean clade Odontoceti (toothed whale). Dolphins belong to the families Delphinidae (the oceanic dolphins), Platanistidae (the Indian river dolphins), Iniidae (the New World river dolphins), Pontoporiidae (the brackish dolphins), and possibly extinct Lipotidae (baiji or Chinese river dolphin). There are 40 extant species named as dolphins. Dolphins range in size from the and Maui's dolphin to the and orca. Various species of dolphins exhibit sexual dimorphism where the males are larger than females. They have streamlined bodies and two limbs that are modified into flippers. Though not quite as flexible as seals, they are faster; some dolphins can briefly travel at speeds of or leap about . Dolphins use their conical teeth to capture fast-moving prey. They have well-developed hearing which is adapted for both air and water; it is so well developed that some can survive even if they are blind. Some species are well adapted for divi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Big O Notation
Big ''O'' notation is a mathematical notation that describes the asymptotic analysis, limiting behavior of a function (mathematics), function when the Argument of a function, argument tends towards a particular value or infinity. Big O is a member of a #Related asymptotic notations, family of notations invented by German mathematicians Paul Gustav Heinrich Bachmann, Paul Bachmann, Edmund Landau, and others, collectively called Bachmann–Landau notation or asymptotic notation. The letter O was chosen by Bachmann to stand for '':wikt:Ordnung#German, Ordnung'', meaning the order of approximation. In computer science, big O notation is used to Computational complexity theory, classify algorithms according to how their run time or space requirements grow as the input size grows. In analytic number theory, big O notation is often used to express a bound on the difference between an arithmetic function, arithmetical function and a better understood approximation; one well-known exam ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Sorting Algorithm
In computer science, a sorting algorithm is an algorithm that puts elements of a List (computing), list into an Total order, order. The most frequently used orders are numerical order and lexicographical order, and either ascending or descending. Efficient sorting is important for optimizing the Algorithmic efficiency, efficiency of other algorithms (such as search algorithm, search and merge algorithm, merge algorithms) that require input data to be in sorted lists. Sorting is also often useful for Canonicalization, canonicalizing data and for producing human-readable output. Formally, the output of any sorting algorithm must satisfy two conditions: # The output is in monotonic order (each element is no smaller/larger than the previous element, according to the required order). # The output is a permutation (a reordering, yet retaining all of the original elements) of the input. Although some algorithms are designed for sequential access, the highest-performing algorithms assum ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Topological Ordering
In computer science, a topological sort or topological ordering of a directed graph is a linear ordering of its vertices such that for every directed edge ''(u,v)'' from vertex ''u'' to vertex ''v'', ''u'' comes before ''v'' in the ordering. For instance, the vertices of the graph may represent tasks to be performed, and the edges may represent constraints that one task must be performed before another; in this application, a topological ordering is just a valid sequence for the tasks. Precisely, a topological sort is a graph traversal in which each node ''v'' is visited only after all its dependencies are visited''.'' A topological ordering is possible if and only if the graph has no directed cycles, that is, if it is a directed acyclic graph (DAG). Any DAG has at least one topological ordering, and there are linear time algorithms for constructing it. Topological sorting has many applications, especially in ranking problems such as feedback arc set. Topological sorting is also ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hidden-surface Determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what Computer representation of surfaces, surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process that identifies which surfaces are ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |