Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!mit-eddie!uw-beaver!fluke!ssc-vax!coy From: coy@ssc-vax (Stephen B Coy) Newsgroups: comp.graphics Subject: Re: checking whether 2 2D polygons overlap Message-ID: <3556@ssc-bee.ssc-vax.UUCP> Date: 12 Dec 90 20:24:28 GMT References: <7039@plains.NoDak.edu> <850@portnoy.megatek.uucp> Sender: news@ssc-vax.UUCP Reply-To: coy@ssc-vax.UUCP (Stephen B Coy) Organization: Boeing Aerospace & Electronics Lines: 26 In article <850@portnoy.megatek.uucp> toddh@megatek.UUCP (Todd Heckel) writes: > 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 Uncommon, yes, but not unheard of. A few years ago Boeing Aerospace delivered a very nice system for image generation for a B-1B flight simulator. The system was Z-buffer based with some enhancements along the lines of the A-buffer for anti-aliasing. Boeing also lost a few tens of millions on the contract. Similar technology was used for this summer's delivery of an image generation system to the Army for mission planning. One of the big selling points with a Z-buffer based system vs a BSP based system is the faster turn-around time for developing databases. The nature of the Z-buffer algorithm also lends itself to heavy pipelining/parallelization. Stephen Coy uw-beaver!ssc-vax!coy A house divided is a duplex.