Talk:Hidden-surface determination

message: I found this article to be pointless without the algorithms that explains the process. As a beginner 3D programmer who want to make use of the article to find out the basics so I could start coding this article is useless... Hence I will now commit myself to write a 3D programming series of article. Lord Metroid 12:57, 7 November 2006 (UTC)
thread_title:  More information 

message: I've tried to split this into the broad stages of a rendering pipeline; and remove the stuff about different HSR embedded there.
I wanted one clear place listing the various HSR algorithms, with a mind to later including more detail on the comparison issues.
(i thought this after sticking 'scanline vs zbuffer' in the scanline article)
Walter bz 12:17, 31 January 2007 (UTC)
thread_title:  restructure? 

message: Please don't do this again: such texts must be seen, for re-use. BTW, who was sorry here? Signature, please. `'mikka 20:31, 5 February 2007 (UTC)
thread_title:  commented out piece moved out of article 

message: distinguish
	part of surface
		complete surface = culling
	LOD
		limiting viewing distance => viewing frustrum (not pyramid)
		contribution culling
visibility problem
	the rest
complete solution
	ray-tracer ( Wolfenstein 3d )
		rounding errors lead to wobble of individual pixels
	+
		view pyramid clipping
			note that
				or
					with a pyramid at least two planes must be culled in 3d
						after clipping all objects end up on the sceen, no overflow is possible
							but the tip of the pyramid leads to division by zero
								Solutution
									ignore surface where the camera sticks in
					clip in screen space and additionally clip z-range to cull objects behind the camera
					=> viewing frustrum
		one of these
			z-buffer (strike commander)
				(outer loop: triangle, inner loop: pixel)
			scanline algo
				(outer loop: triangle, inner loop: pixel)
		rounding errors lead to wobbling of the vertices of triangles
			especially visible if textured
optimization
	cheap
		backface culling
			or using a different texture for both sides				
	trading speed for acuracy
		painter (Playstation)
			for high detail, soft surface in conjuction with backface culling
		zbuffer 
			agressive rounding, before writing the values into the buffer
			delete objects close to the viewer
				note that this allow one to clip all other objects in screen space
	for indoor scenes
		regular grid (Wolfenstein3d)					
		portal-renderer (Duke Nukem 3d,Descent)
			reuse viewing frustrum code
	for scenes with more than 100 triangles
		sophisticated datastructures
			goal
				like in sort " n*log(n) " is possible
			examples
				hirachical bounding volumes
					BSP (DOOM)
					bounding boxes
					bounding spheres
				in screen space
					active edge list
					c-buffer							
					hirachical z-buffer ( ATI )
parallel processing
	rendering pipeline
	CPU
	GPU
Outlook
	rendering equation
Comparison
	complex shaders much more expensive
	defered rendering
Arnero 20:43, 24 March 2007 (UTC)
thread_title:  New structure proposal 

message: I think this article needs to be cleaned up to use proper English grammar. Major portions of it were pretty obviously written by a non-native English speaker. This is not a personal attack, just a suggestion. -DT —The preceding unsigned comment was added by 64.20.237.230 (talk) 22:32, 30 April 2007 (UTC)
thread_title:  Low quality. 

message: Hall of mirrors effect redirects here. But there is no mention in this article as to what this effect is (not with those words at least).
--Naoki (talk) 12:38, 9 November 2009 (UTC)
thread_title:  "Hall of mirrors effect"