markv@gauss.Princeton.EDU (Mark VandeWettering) (10/31/90)
In article <1990Oct30.201240.24479@assari.tut.fi> jk87377@assari.tut.fi (Juhana Kouhia) writes: >Hey, why is z-buffer based program hard to make by yourself? Well, it is nontrivial, (well, actually, it is mostly trivial, but it requires nontrivial time) especially if you want a nice efficient/beautiful one, but the code itself is relatively tight, once you understand the algorithm and (most importantly) what you are doing. >How many people out there have made z-buffer based program? Well, me for one. >Every year I read many wonderful articles from SIGGRAPH conference >proceeding, from IEEE CG&A journal, but I have never implemented >anything directly from papers. >How common this is? Hopefully not too common. Implementing these little hacks keeps us up to date and makes us understand algorithms better. I implemented a couple of the algorithms from this years SIGGRAPH when I got home. Fun Stuff! As for Z buffering, look for a graphics gem on scan converting quadrics that will (keep fingers crossed) make its appearence in the new Graphics Gems book. >Have anybody implemented for example Beam Tracer (1984), Path Tracer >(1987), Spacetime Constraints (1988), REYES type hidden surface >algorithm; dicing (1987), etc. etc.? Hey, great ideas. But, I implemented path tracing (not hard at all if you already have a raytracer handy). The others... hmmm.. Beam tracing requires that nasty Weiler Atherton polygon clipper. Although I thought you could implement those nicely using the Naylor-Thibault BSP polygon operations. Oh heck, who needs sleep? Where is that terminal at....... :-) mark Mark VandeWettering markv@acm.princeton.edu