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A Scanline Method for Solid Model Display
Author(s) -
Patel Manjula,
Hubbold Roger J.
Publication year - 1987
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.1987.tb00361.x
Subject(s) - scan line , computer science , computer graphics (images) , rendering (computer graphics) , tracing , computer graphics , constructive solid geometry , graphics , ray tracing (physics) , geometric primitive , computer vision , artificial intelligence , pixel , physics , quantum mechanics , grayscale , operating system
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 2‐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.