July 2002
Intermediate to advanced
336 pages
8h 40m
English

The whole point of doing 3D graphics is the third dimension. But since the screen is only 2D, the third dimension appears only indirectly in terms of perspective and occlusion. Correct occlusion testing is, however, fairly sensitive to precision problems in the depth calculation. In this chapter, I will review the traditional way to represent depth and introduce a new technique that appears in the new generation of 3D graphics boards. This technique has become practical as a side effect of perspective-correct texture-mapping hardware. Both ways have their good and bad points, so I'll finish up by establishing ...
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