
4.2. Hidden surface drawing and rasteriz a tio n 97
(x
3
, y
3
, z
3
)
(x
2
, y
2
, z
2
)
(x
1
, y
1
, z
1
)
(X
3
, Y
3
)
Scanline j
Projection plane
(the screen or
framebuffer)
Polygon k
P
(X
1
, Y
1
)
Pixel (i, j)
Y
z
y
x
Viewpoint (0,0,0)
(X
2
, Y
2
)
X
Figure 4.6: Projecting back from the viewpo int through pixel (i, j) leads to a point in
the interior of polygon k. (It is also common, in OpenGL for example, for the view
vector to be aligned with the z axis.)
There are some important details regarding the Z buffer procedure: Following
the convention established in section 2.12.7 the viewpoint V occurs at (0, 0, 0)
and the direction of view is alon g the x axis. It is therefore the x component ...