Graphics Reference
In-Depth Information
For scenes with very large numbers of objects, z-buffer methods or methods
designed for objects encoded as octrees are good because their complexity is inde-
pendent of the number of surfaces.
Sorting is an extremely important part in all the algorithms we discussed. In a
sense the real difference between all the algorithms is just in the way they sort. The
sorting technique chosen should match the statistical properties of the data being
sorted. See [SuSS74] for how sorting affects algorithms.
7.13
P
ROGRAMMING
P
ROJECTS
Section 7.5
7.5.1 The BSP algorithm
Implement the BSP algorithm to display a world of blocks with solid colored faces. You will
have to scan convert the projected polygons using the algorithm from Section 2.9.1 (see pro-
gramming project 2.9.1.1). If you are using OpenGL, then one can simply use one of the OpenGL
functions that fill in polygons.
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