Abstract
The modelling of solid objects is becoming increasingly important in the application
of computer graphics to a wide variety of problems, such as CAD/CAM, simulation,
and molecular modelling. A variety of methods for rendering
solid objects exists, including Z-Buffer, Scanline and Ray Tracing. This
paper is concerned with a scanline method for the production of
still images of complex objects. The implementation of a scanline algorithm
is discussed, in conjunction with a consideration of its performance in relation
to the z-buffer method.
Many scanline methods cater only for a restricted class of primitives, such as
polygons or spheres, whereas this implementation is
a general purpose scanline algorithm capable of being extended to handle
a variety of primitives. The primitives currently available are
polygons, spheres, spheres swept along straight-line trajectories, and
cylinders. Polygonal models of cubes, cones and cylinders are also available.
The approach is capable of dealing with ``positive'' and
``negative'' volumes, allowing objects with holes to be modelled and displayed.
It has further been extended to cater for the inclusion of transparent
objects into a scene, and consequently allows the modelling of coloured
``glass'' objects.
| Original language | English |
|---|---|
| Pages (from-to) | 141-151 |
| Number of pages | 11 |
| Journal | Computer Graphics Forum |
| Volume | 6 |
| Issue number | 2 |
| Publication status | Published - May 1987 |
Bibliographical note
Awarded best paperKeywords
- Solid Model rendering
- Scanline method
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