#Three-Dee graphics
22-Sep-86 22:22:04
Sb: #33897-#Three-Dee graphics
Fm: John Freeman 72437,2057
To: Jack Crenshaw 72325,1327
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The big current method of doing efficient 3d graphics is actually quite
straightforward. You just need a bundle of RAM to do it, though (and fast
dedicated logic).
Idea is this: Each projected point (itself gotten from a dedicated
multiplier/adder that applies the rotation/translation matrix from the
original 3d coords) is tested for the need to be clipped (simple check, 4
compares). If onscreen, check the Z buffer. This is a number, 16 bits at
the min, which is the distance to the currently displayed point!
If closer (Z value < current Z buffer value, lightening fast compare) then
stick the pixel in. If not, then don't (hidden surface). Just do this for
all projected points. The Sun/3 graphic hardware has this technique
implemented in fast dedicated logic, I think.