Buffer areas required for z-buffer algorithm, Computer Graphics

Assignment Help:

Buffer Areas Required For Z-Buffer Algorithm

For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays:

1) Depth-buffer [i,j], to save the depth-value of the visible surface for all pixel in the view plane, and

2) Refresh-buffer [i,j], to save the pixel intensities of the visible surfaces.

A. In contrast to z/depth-buffer method, Scan-line method deals along with numerous surfaces. Since it processes each scan-line at one time, all polygons intersected through such scan-line are examined to find out that surfaces are visible. The visibility test engages the comparison of depths of each overlapping surfaces to find out one is nearer to the view plane. If it is determines so, then it is declared like a visible surface and the intensity values at the positions beside the scan-line are entered in the refresh-buffer.

B. Area-subdivision method is fundamentally an image-space method but utilizes object- space computations for reordering of surfaces as per to depth. The method makes utilization of area coherence in a scene by collecting those areas which form part of a particular surface. In this method, we successively subdivide the whole viewing area in small rectangles till each small area is the projection of part of a particular visible surface or no surface in any way.


Related Discussions:- Buffer areas required for z-buffer algorithm

Transformation for 3-d scaling, Transformation for 3-D Scaling As we a...

Transformation for 3-D Scaling As we already seen that the scaling process is mainly utilized to change the size of an object. The scale factors find out whether the scaling i

Applications-introduction to computer graphics, Applications Research ...

Applications Research in computer graphics has a wide range of application as well as both photorealistic and non-photorealistic image synthesis, image-based rendering and mod

De casteljeau algorithm - bezier curves, De Casteljeau algorithm: The cont...

De Casteljeau algorithm: The control points P 0 , P 1 , P 2 and P 3 are combined with line segments termed as 'control polygon', even if they are not actually a polygon although

2-d viewing and clipping - raster graphics and clipping, 2-D Viewing and C...

2-D Viewing and Clipping - Raster Graphics and  Clipping In the previous two units of this block, we illustrated the basic elements of computer graphics, that is, the hardware

What is the real value, QUESTION (a) People want to know design pattern...

QUESTION (a) People want to know design patterns. i) What should their attitude be about design patterns? ii) How can people use design patterns to do a better job?

Implement cohen sutherland and liang barsky algorithm, Implement Cohen Suth...

Implement Cohen Sutherland and Liang Barsky line clipping algorithms in C-language.  Test your code for line segments with end points falling in various regions.

Line drawing - points and lines, Line Drawing - Points and lines Line ...

Line Drawing - Points and lines Line drawing is accomplished through computing the intermediate point coordinates along the line path between two given end points. Since, scre

Adobe flash - softwares for computer animation, Adobe flash - Softwares for...

Adobe flash - Softwares for computer animation Formerly, it was termed as Macromedia flash and prior to this, this was Futuresplash. This is in fact an IDE that refers to both

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd