Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!ogicse!plains!bakke From: bakke@plains.NoDak.edu (Jeff Bakke) Newsgroups: comp.graphics Subject: Re: checking whether 2 2D polygons overlap Keywords: polygon overlap 2D Message-ID: <7039@plains.NoDak.edu> Date: 7 Dec 90 09:40:39 GMT References: <18082@netcom.UUCP> <7010@plains.NoDak.edu> <848@portnoy.megatek.uucp> Organization: North Dakota State University, Fargo Lines: 23 In article <848@portnoy.megatek.uucp> toddh@megatek.UUCP (Todd Heckel) writes: > Actually, the Z-buffer is a very brute force technique, one might even say "stupid". > It get's the job done, but it wastes a lot of time dealing with every pixel from > every polygon in the scene, whether or not it will be ultimately visible. It is > also is not compatible with any kind of real-time anti-aliasing technique. The > solution, of course, involves much more complex algorithms which perform various > types of culling operations in order to limit the number of pixels actually rendered. Correct me if I'm wrong but from what I understand the Z-Buffer method, is the method most implemented in High performance hardware graphics implementation. On the hardware level it would seem to be very efficient and easy to implement. I agree that on a software level, it would be stupid to fully implement a z-buffer method of hl removal but I made the assumption that if you were to do a software method, you would make adjustments and changes to the generalized algorithm to decrease unnecesary calculation and overlap. -- Jeffrey P. Bakke | There are a finite number of INTERNET: bakke@plains.NoDak.edu | jokes in the world... UUCP : ...!uunet!plains!bakke | The overflow began BITNET : bakke@plains.bitnet | decades ago. "I am not a number, I am a free man!" - The Prisoner