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- Painters_algorithm abstract "The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics. When projecting a 3D scene onto a 2D plane, it is necessary at some point to decide which polygons are visible, and which are hidden.The name \"painter's algorithm\" refers to the technique employed by many painters of painting distant parts of a scene before parts which are nearer thereby covering some areas of distant parts. The painter's algorithm sorts all the polygons in a scene by their depth and then paints them in this order, farthest to closest. It will paint over the parts that are normally not visible — thus solving the visibility problem — at the cost of having painted invisible areas of distant objects. The ordering used by the algorithm is called a 'depth order', and does not have to respect the numerical distances to the parts of the scene: the essential property of this ordering is, rather, that if one object obscures part of another then the first object is painted after the object that it obscures. Thus, a valid ordering can be described as a topological ordering of a directed acyclic graph representing occlusions between objects.The algorithm can fail in some cases, including cyclic overlap or piercing polygons. In the case of cyclic overlap, as shown in the figure to the right, Polygons A, B, and C overlap each other in such a way that it is impossible to determine which polygon is above the others. In this case, the offending polygons must be cut to allow sorting. Newell's algorithm, proposed in 1972, provides a method for cutting such polygons. Numerous methods have also been proposed in the field of computational geometry.The case of piercing polygons arises when one polygon intersects another. As with cyclic overlap, this problem may be resolved by cutting the offending polygons.In basic implementations, the painter's algorithm can be inefficient. It forces the system to render each point on every polygon in the visible set, even if that polygon is occluded in the finished scene. This means that, for detailed scenes, the painter's algorithm can overly tax the computer hardware.A reverse painter's algorithm is sometimes used, in which objects nearest to the viewer are painted first — with the rule that paint must never be applied to parts of the image that are already painted (unless they are partially transparent). In a computer graphic system, this can be very efficient, since it is not necessary to calculate the colors (using lighting, texturing and such) for parts of the more distant scene that are hidden by nearby objects. However, the reverse algorithm suffers from many of the same problems as the standard version.These and other flaws with the algorithm led to the development of Z-buffer techniques, which can be viewed as a development of the painter's algorithm, by resolving depth conflicts on a pixel-by-pixel basis, reducing the need for a depth-based rendering order. Even in such systems, a variant of the painter's algorithm is sometimes employed. As Z-buffer implementations generally rely on fixed-precision depth-buffer registers implemented in hardware, there is scope for visibility problems due to rounding error. These are overlaps or gaps at joins between polygons. To avoid this, some graphics engine implementations \"overrender\", drawing the affected edges of both polygons in the order given by painter's algorithm. This means that some pixels are actually drawn twice (as in the full painter's algorithm) but this happens on only small parts of the image and has a negligible performance effect.".
- Painters_algorithm thumbnail Painters_algorithm.svg?width=300.
- Painters_algorithm wikiPageID "102845".
- Painters_algorithm wikiPageID "47028".
- Painters_algorithm wikiPageLength "5414".
- Painters_algorithm wikiPageLength "57".
- Painters_algorithm wikiPageOutDegree "1".
- Painters_algorithm wikiPageOutDegree "15".
- Painters_algorithm wikiPageRedirects Painters_algorithm.
- Painters_algorithm wikiPageRevisionID "345307885".
- Painters_algorithm wikiPageRevisionID "677528910".
- Painters_algorithm wikiPageWikiLink 3D_computer_graphics.
- Painters_algorithm wikiPageWikiLink Addison-Wesley.
- Painters_algorithm wikiPageWikiLink Category:3D_computer_graphics.
- Painters_algorithm wikiPageWikiLink Category:Computer_graphics_algorithms.
- Painters_algorithm wikiPageWikiLink Computational_geometry.
- Painters_algorithm wikiPageWikiLink Computer_Graphics:_Principles_and_Practice.
- Painters_algorithm wikiPageWikiLink Directed_acyclic_graph.
- Painters_algorithm wikiPageWikiLink Hidden_surface_determination.
- Painters_algorithm wikiPageWikiLink Newells_algorithm.
- Painters_algorithm wikiPageWikiLink Painters_algorithm.
- Painters_algorithm wikiPageWikiLink Polygon.
- Painters_algorithm wikiPageWikiLink Rendering_(computer_graphics).
- Painters_algorithm wikiPageWikiLink Topological_sorting.
- Painters_algorithm wikiPageWikiLink Visibility_(geometry).
- Painters_algorithm wikiPageWikiLink Z-buffering.
- Painters_algorithm wikiPageWikiLink File:Painters_problem.svg.
- Painters_algorithm wikiPageWikiLinkText "Painter's algorithm".
- Painters_algorithm wikiPageWikiLinkText "painter's algorithm".
- Painters_algorithm wikiPageWikiLinkText "painter's".
- Painters_algorithm wikiPageUsesTemplate Template:Citation_needed.
- Painters_algorithm wikiPageUsesTemplate Template:Cite_book.
- Painters_algorithm wikiPageUsesTemplate Template:Commons_category.
- Painters_algorithm wikiPageUsesTemplate Template:Distinguish.
- Painters_algorithm wikiPageUsesTemplate Template:R_from_modification.
- Painters_algorithm wikiPageUsesTemplate Template:Reflist.
- Painters_algorithm wikiPageUsesTemplate Template:Wide_image.
- Painters_algorithm subject Category:3D_computer_graphics.
- Painters_algorithm subject Category:Computer_graphics_algorithms.
- Painters_algorithm hypernym Solutions.
- Painters_algorithm type Company.
- Painters_algorithm type Algorithm.
- Painters_algorithm type Redirect.
- Painters_algorithm type Thing.
- Painters_algorithm comment "The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics. When projecting a 3D scene onto a 2D plane, it is necessary at some point to decide which polygons are visible, and which are hidden.The name \"painter's algorithm\" refers to the technique employed by many painters of painting distant parts of a scene before parts which are nearer thereby covering some areas of distant parts.".
- Painters_algorithm label "Painter's algorithm".
- Painters_algorithm label "Painters algorithm".
- Painters_algorithm differentFrom Joel_Spolsky.
- Painters_algorithm sameAs Q936719.
- Painters_algorithm sameAs Maleralgorithmus.
- Painters_algorithm sameAs Algoritmo_del_pintor.
- Painters_algorithm sameAs Algorithme_du_peintre.
- Painters_algorithm sameAs Նկարչի_ալգորիթմ.
- Painters_algorithm sameAs Algoritmo_del_pittore.
- Painters_algorithm sameAs 画家のアルゴリズム.
- Painters_algorithm sameAs 화가_알고리즘.
- Painters_algorithm sameAs Schildersalgoritme.
- Painters_algorithm sameAs Algorytm_malarza.
- Painters_algorithm sameAs Algoritmo_do_pintor.
- Painters_algorithm sameAs m.0cp02.
- Painters_algorithm sameAs Алгоритм_художника.
- Painters_algorithm sameAs Алгоритм_художника.
- Painters_algorithm sameAs Q936719.
- Painters_algorithm sameAs 画家算法.
- Painters_algorithm wasDerivedFrom Painters_algorithm?oldid=345307885.
- Painters_algorithm wasDerivedFrom Painters_algorithm?oldid=677528910.
- Painters_algorithm depiction Painters_algorithm.svg.
- Painters_algorithm isPrimaryTopicOf Painters_algorithm.