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
Link To Document