Last Updated
February 22, 2010
Hidden surface removal
- What are backfaces? How are backfaces in a scene identified?
- Backfaces need to be removed from a mesh before rendering. How is a backface determined?
- Given a eye position of (-5,0), and a polygon containing the point (3,1) and a normal to the polygon of (-1,1). Is this polygon a backface? Show your calculations fully.
- Describe an efficient method to remove hidden surfaces while rendering.
- What is the heedless painters hidden surface removal algorithm?
- Why are double buffers used in graphics? How are they used?
- Discuss the relative merits and demerits of the following HSR methods.
- Depth ordering with occlusion
- Depth buffer
- Scan line method
- How does the Depth buffer method efficiently determine the depth of a point on a polygon?
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- When viewing a polygon mesh describe in detail how hidden surfaces are removed using the depth buffer (Z-buffer) method. How do we calculate the depth of a face?
- Describe in detail the Scan-Line HSR algorithm. Explain the role of the Active Edge List and Edge table. How are these data structures maintained?
- OpenGL uses a double buffer model for rendering. What is “Double Buffering”, and what are the advantages of double buffering? What is “Triple Buffering”?
- How can you perform HSR if the faces are sorted prior to rendering? How do you avoid “overdraw”?
© Ken Power 1996-2016