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These and other problems with the Painter's algorithm led to the development of Z-buffer techniques, which can be viewed as a logical development of the Painter's algorithm. |
thus removing the need for a depth-based rendering order. |
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Another problem is that it is very slow because the computer needs to [[render]] the intensities at all points of all polygons even if they will not be seen in the final scene because the polygon is not visible.
These and other problems with the Painter's algorithm led to the development of [[Z-buffer]] techniques, which can be viewed as a logical development of the Painter's algorithm by resolving depth conflicts on a pixel-by-pixel basis, thus removing the need for a depth-based rendering order.
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