Object Types
- Polymesh
- Free form surfaces
- Volume
- CSG
- Implicit surfaces
Basic Operations
- Establish priorities among polygons, objects, etc
- Collect overlapping elements and use priorities to resolve visibility
Backface Culling
N = outward normal vector of face
P = a point on face
E = eye vector (from a point on face to eye = E - P)
A face is a front face if:
- In world space: $N\cdot E> 0$ (or the angle between normal end eye is less than 90°)
- In Eye/Camera Space: $N\cdot (-P) > 0$ or $N\cdot P< 0$ (P here is a vector from 0 to P)
- In Projection Space (after prospective division), $N_z < 0$
Algorithm types
- Image Space: operations 1 and 2, both at pixel resolution