• DocumentCode
    1378456
  • Title

    W pleasure, W fun [3D graphics]

  • Author

    Blinn, James F.

  • Author_Institution
    Microsoft Corp., Redmond, WA, USA
  • Volume
    18
  • Issue
    3
  • fYear
    1998
  • Firstpage
    78
  • Lastpage
    82
  • Abstract
    The whole point of doing 3D graphics is the third dimension. Since the screen is only two-dimensional, the third dimension appears only indirectly in terms of perspective and occlusion. Correct occlusion testing is, however, fairly sensitive to precision problems in the depth calculation. I review the traditional way to represent depth and describe a new technique that appears in the new generation of 3D graphics boards. This technique has become practical as a side effect of perspective-correct texture mapping hardware. Both ways have their good and bad points, so I establish some rules of thumb on which method to choose in a given situation
  • Keywords
    image texture; solid modelling; user interfaces; 3D graphics; 3D graphics boards; depth calculation; occlusion; perspective; texture mapping hardware; three dimensional graphics; two dimensional screen; Equations; Interpolation; Plugs; Shape; Transforms; Visualization;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/38.674975
  • Filename
    674975