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I would like to see the history. When did this first come into play? There is no mention of this. Raytracing: Simlation a nuclear reactor. Very old. (1960?) Google throug wiki!
I found this article to be pointless without the algorithms that explains the process. As a beginner 3D programmer who want to make use of the article to find out the basics so I could start coding this article is useless... Hence I will now commit myself to write a 3D programming series of article. Lord Metroid 12:57, 7 November 2006 (UTC)
I rewrote this article so it was more encylopedic. I removed the explanations of the algorithms since most of what was there could be found in other articles (for example, viewing frustum culling and z-buffering). – flamurai TM 09:12, Jan 29, 2005 (UTC)
I've tried to split this into the broad stages of a rendering pipeline; and remove the stuff about different HSR embedded there. I wanted one clear place listing the various HSR algorithms, with a mind to later including more detail on the comparison issues. (i thought this after sticking 'scanline vs zbuffer' in the scanline article)
Walter bz 12:17, 31 January 2007 (UTC)
Please don't do this again: such texts must be seen, for re-use. BTW, who was sorry here? Signature, please. `' mikka 20:31, 5 February 2007 (UTC)
<-- Sorry: I think this article flows better if this heirachical Z/BVH stuff mentioned bellow is moved to a seperate section on that specific algorithm
-->
Portal_rendering got its own article Arnero 17:18, 7 February 2007 (UTC)
distinguish part of surface complete surface = culling LOD limiting viewing distance => viewing frustrum (not pyramid) contribution culling visibility problem the rest complete solution ray-tracer ( [[Wolfenstein 3d]] ) rounding errors lead to wobble of individual pixels + view pyramid clipping note that or with a pyramid at least two planes must be culled in 3d after clipping all objects end up on the sceen, no overflow is possible but the tip of the pyramid leads to division by zero Solutution ignore surface where the camera sticks in clip in screen space and additionally clip z-range to cull objects behind the camera => viewing frustrum one of these z-buffer ([[strike commander]]) (outer loop: triangle, inner loop: pixel) scanline algo (outer loop: triangle, inner loop: pixel) rounding errors lead to wobbling of the vertices of triangles especially visible if textured optimization cheap backface culling or using a different texture for both sides trading speed for acuracy painter ([[Playstation]]) for high detail, soft surface in conjuction with backface culling zbuffer agressive rounding, before writing the values into the buffer delete objects close to the viewer note that this allow one to clip all other objects in screen space for indoor scenes regular grid ([[Wolfenstein3d]]) portal-renderer ([[Duke Nukem 3d]],[[Descent]]) reuse viewing frustrum code for scenes with more than 100 triangles sophisticated datastructures goal like in [[sort]] " n*log(n) " is possible examples hirachical bounding volumes BSP ([[DOOM]]) bounding boxes bounding spheres in screen space active edge list c-buffer hirachical z-buffer ( [[ATI]] ) parallel processing rendering pipeline CPU GPU Outlook rendering equation Comparison complex shaders much more expensive defered rendering
Arnero 20:43, 24 March 2007 (UTC)
I think this article needs to be cleaned up to use proper English grammar. Major portions of it were pretty obviously written by a non-native English speaker. This is not a personal attack, just a suggestion. -DT —The preceding unsigned comment was added by 64.20.237.230 ( talk) 22:32, 30 April 2007 (UTC).
Hall of mirrors effect redirects here. But there is no mention in this article as to what this effect is (not with those words at least).