Abstract

The level of detail portrayed in graphics environments is steadily increasing, and so does the challenge to enable users to accurately select 3D objects from a graphics scene in real time [2]. From a gaming perspective, complexity in computer graphics has increased drastically because thousands of users can now participate together in games that involve a high frequency of selecting objects. This poses a challenge because each three-dimensional object exists in a native, local coordinate system which will eventually be realistically displayed on a two-dimensional screen and then selected by users. Our project is broken down into two phases -- phase one will focus on the theory and mathematics behind these operations and phase two will evaluate the more efficient picking algorithm, ray casting [3] or color picking [4]. Our criteria for determining the better algorithm is to discover which algorithm is faster and more accurate in complex graphics scenes, with the ultimate goal of minimizing delay responses associated with selection.

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