Abstract

Abstract To determine a correct order for rendering three-dimensional polygons, the commonly used Binary Space-Partitioning (BSP) tree algorithm recursively splits polygons whenever points of the polygons lie on both sides of the spanning plane which, for large scenes, significantly increases the number of polygons. To keep the number of new polygons small, we present an alternative algorithm that splits only penetrating polygons and applies a topological sort to the resulting polygons with respect to the covering relation. Although the existence of a correct order cannot be guaranteed in general, the new algorithm has proved to be successful for many polygonal approximations of famous surfaces from geometry where it has been used to produce quality PostScript output from OpenGL.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.