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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Martin

May 06, 1999, 06:51 AM

I have read article Realtime-Visibility Determination from flipcode/features/coding.
I sounds nice but I found a problem not covered by article. When there is a empty span
on screen, we pick ONE pixel, search nearest polygon and draw it. More pixels will be
covered by that polygon. These pixels are not rendered further despite there are nearest
polygon visible on these pixels.

----------------- polygon 1
|
| ray from random empty pixel
|
| ---------- polygon 2
|
- | ---- coverage buffer

Gap is covered by polygon1 and visible polygon 2 is NOT rendered!

Maybe I didn't understand that article well.

 
Phantom

May 06, 1999, 06:58 AM

Hey,

Finally. Someone found the hole. In fact, more people found it,
Harmless did, and so did Paul Nettle. But, yes, indeed, the algo
won't work because of the problem you just pointed out. The algo
can be fixed in various ways, but that would make it far less
interesting. I'm now investigating new techniques.
I knew about the problems for a long time already. I didn't
write anything about the problems, because nobody found them. :)
I mean, you are not supposed to just implement 'my' algorithms
(although you may do so of course), you are supposed to be
creative and have fun.
Anyway, I'll post something better when I have it. In the
meantime, read the stuff from Harmless. He's good. :)

Phantom (I'll check these boards more regularly from now on)

Martin wrote:
>>I have read article Realtime-Visibility Determination from flipcode/features/coding.
>>I sounds nice but I found a problem not covered by article. When there is a empty span
>>on screen, we pick ONE pixel, search nearest polygon and draw it. More pixels will be
>>covered by that polygon. These pixels are not rendered further despite there are nearest
>>polygon visible on these pixels.
>>
>>----------------- polygon 1
>> |
>> | ray from random empty pixel
>> |
>> | ---------- polygon 2
>> |
>>- | ---- coverage buffer
>>
>>Gap is covered by polygon1 and visible polygon 2 is NOT rendered!
>>
>>Maybe I didn't understand that article well.
>>

 
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