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Painter's Algorithm
The painter’s algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden Surface Removal algorithms. The painter’s algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object. The painter's algorithm was initially proposed as a basic method to address the Hidden-surface determination problem by Martin Newell, Richard Newell, and Tom Sancha in 1972, while all three were working at CADCentre. The name "painter's algorithm" refers to the technique employed by many painters where they begin by painting distant parts of a scene before parts that are nearer, thereby covering some areas of distant parts. Similarly, the painter's algorithm sorts all the polygons in a scene by their depth and then p ...
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Genesis Fractal Landscape Software (Commodore Amiga)
Genesis may refer to: Bible * Book of Genesis, the first book of the biblical scriptures of both Judaism and Christianity, describing the creation of the Earth and of mankind * Genesis creation narrative, the first several chapters of the Book of Genesis, which describes the origin of the Earth * Genesis Rabbah, a midrash probably written between 300 and 500 CE with some later additions, comprising a collection of interpretations of the Book of Genesis Literature and comics * Genesis (DC Comics), a 1997 DC Comics crossover * Genesis (Marvel Comics), a Marvel Comics supervillain * Genesis, a fictional character in the comic book series ''Preacher'' * ''Genesis'', a 1951 story by H. Beam Piper * ''Genesis: The Origins of Man and the Universe'', a 1982 science text by John Gribbin * ''Genesis'', a 1988 epic poem by Frederick Turner * ''Genesis'', a 2000 story by Poul Anderson * ''Genesis'' (novel), a 2006 work by Bernard Beckett * ''Genesis'', a 2007 story by Paul Chafe * ''Gene ...
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Topological Ordering
In computer science, a topological sort or topological ordering of a directed graph is a linear ordering of its vertices such that for every directed edge ''uv'' from vertex ''u'' to vertex ''v'', ''u'' comes before ''v'' in the ordering. For instance, the vertices of the graph may represent tasks to be performed, and the edges may represent constraints that one task must be performed before another; in this application, a topological ordering is just a valid sequence for the tasks. Precisely, a topological sort is a graph traversal in which each node ''v'' is visited only after all its dependencies are visited''.'' A topological ordering is possible if and only if the graph has no directed cycles, that is, if it is a directed acyclic graph (DAG). Any DAG has at least one topological ordering, and algorithms are known for constructing a topological ordering of any DAG in linear time. Topological sorting has many applications especially in ranking problems such as feedback arc set. ...
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Z-buffering
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer ...
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Newell's Algorithm
Newell's Algorithm is a 3D computer graphics procedure for elimination of polygon cycles in the depth sorting required in hidden surface removal. It was proposed in 1972 by brothers Martin Newell and Dick Newell, and Tom Sancha, while all three were working at CADCentre. In the depth sorting phase of hidden surface removal, if two polygons have no overlapping extents or extreme minimum and maximum values in the x, y, and z directions, then they can be easily sorted. If two polygons, and , do have overlapping extents in the Z direction, then it is possible that cutting is necessary. In that case Newell's algorithm tests the following: # Test for Z overlap; implied in the selection of the face from the sort list # The extreme coordinate values in X of the two faces do not overlap (minimax test in X) # The extreme coordinate values in Y of the two faces do not overlap (minimax test in Y) # All vertices of P lie deeper than the plane of # All vertices of Q lie closer to the viewp ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Painters Problem
Painting is the practice of applying paint, pigment, color or other medium to a solid surface (called the "matrix" or "support"). The medium is commonly applied to the base with a brush, but other implements, such as knives, sponges, and airbrushes, can be used. In art, the term ''painting ''describes both the act and the result of the action (the final work is called "a painting"). The support for paintings includes such surfaces as walls, paper, canvas, wood, glass, lacquer, pottery, leaf, copper and concrete, and the painting may incorporate multiple other materials, including sand, clay, paper, plaster, gold leaf, and even whole objects. Painting is an important form in the visual arts, bringing in elements such as drawing, composition, gesture (as in gestural painting), narration (as in narrative art), and abstraction (as in abstract art). Paintings can be naturalistic and representational (as in still life and landscape painting), photographic, abstract, narrative, sy ...
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Big O Notation
Big ''O'' notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. Big O is a member of a family of notations invented by Paul Bachmann, Edmund Landau, and others, collectively called Bachmann–Landau notation or asymptotic notation. The letter O was chosen by Bachmann to stand for ''Ordnung'', meaning the order of approximation. In computer science, big O notation is used to classify algorithms according to how their run time or space requirements grow as the input size grows. In analytic number theory, big O notation is often used to express a bound on the difference between an arithmetical function and a better understood approximation; a famous example of such a difference is the remainder term in the prime number theorem. Big O notation is also used in many other fields to provide similar estimates. Big O notation characterizes functions according to their growth rates: d ...
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Sorting Algorithm
In computer science, a sorting algorithm is an algorithm that puts elements of a List (computing), list into an Total order, order. The most frequently used orders are numerical order and lexicographical order, and either ascending or descending. Efficient sorting is important for optimizing the Algorithmic efficiency, efficiency of other algorithms (such as search algorithm, search and merge algorithm, merge algorithms) that require input data to be in sorted lists. Sorting is also often useful for Canonicalization, canonicalizing data and for producing human-readable output. Formally, the output of any sorting algorithm must satisfy two conditions: # The output is in monotonic order (each element is no smaller/larger than the previous element, according to the required order). # The output is a permutation (a reordering, yet retaining all of the original elements) of the input. For optimum efficiency, the input data should be stored in a data structure which allows random access ...
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Directed Acyclic Graph
In mathematics, particularly graph theory, and computer science, a directed acyclic graph (DAG) is a directed graph with no directed cycles. That is, it consists of vertices and edges (also called ''arcs''), with each edge directed from one vertex to another, such that following those directions will never form a closed loop. A directed graph is a DAG if and only if it can be topologically ordered, by arranging the vertices as a linear ordering that is consistent with all edge directions. DAGs have numerous scientific and computational applications, ranging from biology (evolution, family trees, epidemiology) to information science (citation networks) to computation (scheduling). Directed acyclic graphs are sometimes instead called acyclic directed graphs or acyclic digraphs. Definitions A graph is formed by vertices and by edges connecting pairs of vertices, where the vertices can be any kind of object that is connected in pairs by edges. In the case of a directed graph, ...
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Hidden Surface Determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics . The process of hidden-surface determination is sometimes called hiding, and such an algorithm is sometimes called a hider. When referring to line rendering it is known as hidden-line removal. Hidden-surface determination is necessary to render a scene correctly, so that one may not view features hidden behind the model itself, allowing only the naturally viewable portion of the graphic to be visible. Background Hidden-surface determination is a process by which surfaces that should not be visible to the user (for example, ...
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Dick Newell
Richard G. Newell is a British businessman and technologist in the software industry in Computer aided design (CAD) and Geographic Information Systems (GIS). Career Newell holds degrees in Civil Engineering and Numerical Analysis and a PhD in Chemical Engineering from Imperial College, London. As a software engineer, he worked at CADCentre alongside his brother Martin Newell who is perhaps best known as the creator of the Utah Teapot (or Newell teapot). It was at the centre that Newell oversaw the creation of the successful Plant Design Management System (PDMS) for 3D process plant design. In 1972 Newell, his brother Martin and Tom Sancha proposed the Newell's algorithm procedure. He co-founded his first company, Cambridge Interactive Systems Ltd. (CIS) in 1977. CIS was part of what became known as 'The Cambridge Phenomenon'. by David Connell and Jocelyn Probert Centre for Business Research, University of Cambridge Newell co-founded Smallworld Systems in 1988. The company was ...
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