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The '''painter's algorithm''' is one of the simplest solutions to the [[visibility problem]] in [[3D computer graphics]]. When projecting a 3D scene onto a 2D plane, it is at some point necessary to decide which [[polygon]]s are visible and which are hidden.
The name "painter's algorithm" refers to a simple-minded painter who paints the distant parts of a scene at first and then covers them by those parts which are nearer.
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[[Image:Painter's_algorithm.png|600px|center|thumb|The distant mountains are painted first, followed by the closer meadows; finally, the closest objects in this scene - the trees - are painted.]]
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In basic implementations, painter's algorithm can be inefficient. It forces the system to [[rendering (computer graphics)|render]] each point on every polygon in the visible set, even if that polygon is occluded in the finished scene. This means that, for detailed scenes, the painter's algorithm is an inefficient solution.
These and other flaws with the algorithm led to the development of [[Z-buffer]] techniques, which can be viewed as a
[[Category:Computer graphics]]
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