Painter's algorithm: Difference between revisions

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Other computer graphics algorithms: Added citation for relation with zbuffer and painters
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{{Distinguish|Schlemiel the Painter's algorithm}}
The '''painter’s algorithm''' (also '''depth-sort algorithm''' and '''priority fill''') is an algorithm for [[Hidden surface determination#Visible%20surface%20determination|visible surface determination]] in [[3D computer graphics]] that works on a [[polygon|polygon-by-polygon]] basis rather than a [[pixel|pixel-by-pixel]], row by row, or area by area basis of other [[Hidden surface removal|Hidden Surface Removal]] algorithms.<ref name=":0" /><ref>{{Cite journal|last=Appel|first=Arthur|date=1968|editor-last=Morrel|editor-first=A. J. H.|title=On calculating the illusion of reality|url=http://graphics.stanford.edu/courses/Appel.pdf|journal=Information Processing, Proceedings of IFIP Congress 1968, Edinburgh, UK, 5-10 August 1968, Volume 2 - Hardware, Applications|volume=|pages=945–950|via=}}</ref><ref>{{Cite journal|last=Wylie|first=Chris|last2=Romney|first2=Gordon|last3=Evans|first3=David|last4=Erdahl|first4=Alan|date=1967-11-14|title=Half-tone perspective drawings by computer|url=https://doi.org/10.1145/1465611.1465619|journal=Proceedings of the November 14-16, 1967, fall joint computer conference|series=AFIPS '67 (Fall)|___location=Anaheim, California|publisher=Association for Computing Machinery|pages=49–58|doi=10.1145/1465611.1465619|isbn=978-1-4503-7896-3}}</ref><ref>{{Cite journal|last=Romney|first=Gordon Wilson|date=1969-09-01|title=Computer Assisted Assembly and Rendering of Solids.|url=https://apps.dtic.mil/sti/citations/AD0753673|language=en}}</ref><ref>Gary Scott Watkins. 1970. [https://ia800301.us.archive.org/29/items/utech-csc-70-101_watkins_dissertation_jun70/UTECH-CSc-70-101_Watkins_Dissertation_Jun70.pdf "A real time visible surface algorithm. Ph.D. Dissertation."] The University of Utah. Order Number: AAI7023061.</ref> The painter’s algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object.<ref name=":0" /><ref>{{Cite journal|last=Bouknight|first=W. Jack|date=1970-09-01|title=A procedure for generation of three-dimensional half-toned computer graphics presentations|url=https://doi.org/10.1145/362736.362739|journal=Communications of the ACM|volume=13|issue=9|pages=527–536|doi=10.1145/362736.362739|issn=0001-0782}}</ref><ref>{{Cite journal|last=Warnock|first=John E.|date=1969-06-01|title=A Hidden Surface Algorithm for Computer Generated Halftone Pictures|url=https://apps.dtic.mil/sti/citations/AD0753671|language=en}}</ref> The painter’s algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object.<ref name=":0" />
 
 
 
 
The painter's algorithm was initially proposed as a basic method to address the [[Hidden-surface determination]] problem by [[Martin Newell (computer scientist)|Martin Newell]], [[Dick Newell|Richard Newell]], and Tom Sancha in 1972, while all three were working at [[CADCentre]].<ref name=":0">{{Cite journal|last=Newell|first=M. E.|last2=Newell|first2=R. G.|last3=Sancha|first3=T. L.|date=1972-08-01|title=A solution to the hidden surface problem|url=https://ohiostate.pressbooks.pub/app/uploads/sites/45/2017/09/newell-newell-sancha.pdf|journal=Proceedings of the ACM annual conference - Volume 1|series=ACM '72|___location=Boston, Massachusetts, USA|publisher=Association for Computing Machinery|volume=|pages=443–450|doi=10.1145/800193.569954|isbn=978-1-4503-7491-0|via=}}</ref> The name "painter's algorithm" refers to the technique employed by many painters where they begin by painting distant parts of a scene before parts that are nearer, thereby covering some areas of distant parts.<ref>{{Cite book|last=Berland|first=Dinah|title=Historical Painting Techniques, Materials, and Studio Practice|publisher=The Getty Conservation Institute|year=1995|isbn=|___location=https://www.getty.edu/conservation/publications_resources/pdf_publications/pdf/historical_paintings.pdf|pages=}}</ref><ref>{{Cite journal|last=Wylie|first=Chris|last2=Romney|first2=Gordon|last3=Evans|first3=David|last4=Erdahl|first4=Alan|date=1967-11-14|title=Half-tone perspective drawings by computer|url=https://doi.org/10.1145/1465611.1465619|journal=Proceedings of the November 14-16, 1967, fall joint computer conference|series=AFIPS '67 (Fall)|___location=Anaheim, California|publisher=Association for Computing Machinery|pages=49–58|doi=10.1145/1465611.1465619|isbn=978-1-4503-7896-3}}</ref> Similarly, the painter's algorithm sorts all the polygons in a scene by their depth and then paints them in this order, farthest to closest.<ref name=":2">{{Cite book|last=Desai|first=Apurva|title=Computer Graphics|publisher=PHI Learning Pvt. Ltd.|year=2008|isbn=|___location=https://books.google.com/books?id=WQiIj8ZS0IoC&pg=PA256&lpg=PA256&dq=%22hewells%22+painter%27s+algorithm&source=bl&ots=HbWXoialNt&sig=ACfU3U0do0uKya5QGDaBUKKrXoYJ3uULdA&hl=en&sa=X&ved=2ahUKEwjh1tC14MHsAhUogK0KHWS5BsQQ6AEwAnoECAoQAg#v=onepage&q&f=false|pages=}}</ref> It will paint over the parts that are normally not visible — thus solving the visibility problem — at the cost of having painted invisible areas of distant objects.<ref name=":1">{{Cite book|last=de Berg|first=Mark|title=Computational Geometry|publisher=Springer|year=2008|isbn=|___location=https://people.inf.elte.hu/fekete/algoritmusok_msc/terinfo_geom/konyvek/Computational%20Geometry%20-%20Algorithms%20and%20Applications,%203rd%20Ed.pdf|pages=}}</ref> The ordering used by the algorithm is called a '''<nowiki>depth order'</nowiki>'' and does not have to respect the numerical distances to the parts of the scene: the essential property of this ordering is, rather, that if one object obscures part of another, then the first object is painted after the object that it obscures.<ref name=":1" /> Thus, a valid ordering can be described as a [[topological ordering]] of a [[directed acyclic graph]] representing occlusions between objects.<ref>{{Cite book|title=Ray Shooting, Depth Orders and Hidden Surface Removal|volume=703|series=Lecture Notes in Computer Science|first=Mark|last=de Berg|publisher=Springer|year=1993|isbn=9783540570202|url=https://books.google.com/?id=b1INPTC3w_QC&pg=PA130|page=130|postscript=<!-- Bot inserted parameter. Either remove it; or change its value to "." for the cite to end in a ".", as necessary. -->&#123;&#123;inconsistent citations&#125;&#125;}}.</ref>{{wide image|Painter's algorithm.svg|600px|The distant mountains are painted first, followed by the closer meadows; finally, the trees, are painted. Although some trees are more distant from the viewpoint than some parts of the meadows, the ordering (mountains, meadows, trees) forms a valid depth order, because no object in the ordering obscures any part of a later object.}}
 
== Algorithm ==
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=== Basic Graphical Structure ===
The painter’s algorithm is not as complex in structure as its other depth sorting algorithm counterparts.<ref name=":1" /><ref>{{Cite journal|last=Warnock|first=John E.|date=1969-06-01|title=A Hidden Surface Algorithm for Computer Generated Halftone Pictures|url=https://apps.dtic.mil/sti/citations/AD0753671|language=en}}</ref> Components such as the depth-based rendering order, as employed by the painter’s algorithm, are one of the simplest ways to designate the order of graphical production.<ref name=":2" /> This simplicity makes it useful in basic computer graphics output scenarios where an unsophisticated render will need to be made with little struggle.<ref name=":1" />
 
=== Memory Efficiency ===
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=== Efficiency ===
In basic implementations, the 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 can overly tax the computer hardware.
== Variants ==