Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!usc!orion.oac.uci.edu!ucivax!megatek!toddh From: toddh@megatek.UUCP (Todd Heckel) Newsgroups: comp.graphics Subject: Re: checking whether 2 2D polygons overlap Message-ID: <850@portnoy.megatek.uucp> Date: 8 Dec 90 22:30:34 GMT References: <7039@plains.NoDak.edu> Organization: Megatek Corporation, San Diego, Ca. Lines: 26 From article <7039@plains.NoDak.edu>, by bakke@plains.NoDak.edu (Jeff Bakke): > > 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. > I'm sorry, I didn't mean to imply that it would be stupid to use the algorithm in a high-performance system. And while it is very easy to implement, it is NOT efficient. Just the depth storage for a floating-point implementation requires well over 4 megabytes of high-speed RAM! Also, like I said originally, a lot of processing may end up being wasted on pixels that end up being occluded anyway. You're correct when you state that the Z-Buffer method is the most implemented in high-performance graphics ___Workstations___. However, it is very uncommon to see Z-Buffers used in high-performance ___Image Generators___, like those used for Flight Simulators and such. -- Todd Heckel Megatek Corporation uunet!megatek!toddh 9645 Scranton Road or San Diego, CA 92121 toddh@megatek.uucp