• DocumentCode
    837039
  • Title

    Calculating screen coverage

  • Author

    Blinn, James F.

  • Author_Institution
    Microsoft Corp., Redmond, WA, USA
  • Volume
    16
  • Issue
    3
  • fYear
    1996
  • fDate
    5/1/1996 12:00:00 AM
  • Firstpage
    84
  • Lastpage
    88
  • Abstract
    When drawing a 3D object it is sometimes useful to find a rectangle on the screen that completely encloses the object. This can be used to minimize screen-update and z-buffer-clear regions. If the entire object is visible within the screen boundaries, this calculation is easy, you just find the minimum and maximum x and y screen coordinates. If the object extends outside the screen boundaries in one or more coordinates, the calculation is a little trickier. Simply extending the enclosing boundaries to the entire screen dimensions is overly conservative. The paper describes a way to determine a reasonable screen extent enclosing an object even if some points are off the screen or, even worse, behind the viewer´s head. It is also a good exercise of your intuition about the homogeneous perspective transformation. Firstly the paper reviews the technique of clip culling
  • Keywords
    computational geometry; computer graphics; user interfaces; 3D object; calculation; clip culling; computational geometry; computer graphics; drawing; rectangle; screen boundaries; screen coordinates; screen coverage calculation; screen-update; three dimensional object; user interface; z-buffer-clear regions; Shape; Testing;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/38.491189
  • Filename
    491189