CS 426 Exercises
Hidden Surface Removal
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Write the equation for determining whether a
polygon is back-facing with respect to a viewer.
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For each of the following algorithms, how does
it insure that the pixels resulting from rendering
the front-most polygons are in the frame buffer:
a) depth-sort, b) z-buffer, c) ray casting,
d) Warnock's area subdivision, e) scan-line?
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What is image-space precision? object-space precision?
Specify whether the following algorithms operate with
object-space or image-space (pixels) precision:
a) back-face culling, b) depth-sort, c) z-buffer, d) ray casting,
e) Warnock's area subdivision, f) scan-line.
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For each of the following hidden surface removal methods,
a) back-face culling, b) depth-sort, c) z-buffer, d) scan-line,
specify in which stage of the rendering pipeline it
executes: DB traversal, modeling transform, trivial reject,
lighting, viewing transform, clipping, projection, rasterization,
or display.
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If writing pixels into the frame buffer is hypothetically
the performance bottleneck in the rendering pipeline, rank
the following algorithms from fastest to slowest:
a) depth-sort, b) z-buffer, c) ray casting,
d) Warnock's area subdivision, e) scan-line?
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Which hidden surface removal algorithms perform
more slowly for frame buffers with higher resolution?
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What is depth-complexity?
Which hidden surface removal algorithms perform
more slowly for scenes with high depth-complexity?
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Z-buffers have become ubiquitous in hardware on most PC
graphics accelerators. What are the disadvantages of the
z-buffer algorithm?
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The z-buffer method requires a z-value to be stored
for every pixel in the entire screen. In some situations,
this memory requirement is prohibitive. Propose a method
in which the z-buffer approach is used, but memory is allocated
for only part of the screen. What additional problems arise?