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Added a picture of a painters algorithm in Scratch |
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{{Short description|Algorithm for visible surface determination in 3D graphics}}
{{Distinguish|Schlemiel the Painter's algorithm}}
[[File:Genesis fractal landscape software (Commodore Amiga).webm|thumb|A [[fractal landscape]] being rendered using the painter's algorithm on an [[Amiga]]]]
The '''painter's algorithm''' (also '''depth-sort algorithm''' and '''priority fill''') is an algorithm for [[Hidden-surface determination#Visible surface determination|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
The painter's algorithm was initially proposed as a basic method to address the
== Algorithm ==
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=== Memory efficiency ===
In the early 70s, when the painter's algorithm was developed, physical memory was relatively small.<ref>{{Cite journal|last1=Freiser|first1=M.|last2=Marcus|first2=P.|date=June 1969|title=A survey of some physical limitations on computer elements
== Limitations ==
[[File:Painters problem.svg|thumb|Overlapping polygons can cause the algorithm to fail.]]
The algorithm can fail in some cases, including cyclic overlap or piercing polygons.
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