near real-time shaded display of rigid objects
Described is a visible surface algorithm and an implementation that generates shaded display of objects with hundreds of polygons rapidly enough for interactive use  several images per second. The basic algorithm, introduced in [Fuchs, Kedem and Naylor, 1980], is designed to handle rigid objects and scenes by preprocessing the object data base to minimize visibility computation cost. The speed of the algorithm is further enhanced by its simplicity, which allows it to be implemented within the internal graphics processor of a general purpose raster system.
real-time object visibility surface algorithm implementation general interaction use imaging data base computation cost intern graphic processor systems