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| | Published Work on Hidden Surface Removal |
 | | The algorithm presented here is built using its associated BSP tree, but attempts to reduce the number of tests to, log_(4/3) n, at the cost of a tree of size of O(N 1.5^(log_(4/3) n-1), where n is the initial number of polygons in the scene, and N the resulting number after BSP splitting. |
 | | However, the BSP algorithm generally increases the number of polygons in a scene due to its splitting stage resulting in a (correspondingly proportionally) detrimental effect on the run-time. |
 | | However, the BSP algorithm generally increases the number of polygons in a scene due to its splitting stage resulting in a detrimental effect on the priority ordering and more significantly, the display calculations (shading, lighting, shadows, etc.) of the rendering pipeline. |
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