[comp.graphics] Hidden surface or hidden line? Which is better?

wirehead@oxy.edu (David J. Harr) (10/08/90)

I am writing a program that renders a 3D image of an object and then tries
to animate it in real time. I am attempting to speed up the rate of
animation, but so far have had little success. The limiting factor appears
to be the speed at which the computer can draw and fill poygons. For this
reason, I am considering abandoning the polygonal representaion I am using
and going to strictly line drawings. So, I need to find a good hidden line
algorithm so that I can make a good stab at improving the spped of this
thing. Alternatively, if a hidden line algorithm is going to be just as
expensive, computation-wise, as a straight hidden surface algorithm,
pointers to one of those would be helpful also. I have Foley and VanDam,
2nd ed, and have got _Image Synthesis: Elementary Algorithms_. However, a
scan through those two didn't reveal anything that immediately jumped out
and said "Here I am, use me...", but it is quite possible I missed something
Anyway, any pointers to *fast* (as opposed to realistic or accurate) algo-
rithms would be greatly appreciated.

advaTHANKSnce,

David

The preceding has been another lunatic opinion from the warped mind of:

		       wirehead@oxy.edu