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Technology Stocks : Intel Corporation (INTC)
INTC 36.78+2.7%Nov 26 3:59 PM EST

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To: Haim Barad who wrote (76563)3/17/1999 10:28:00 AM
From: Scumbria  Read Replies (3) of 186894
 
Haim,

Your last statement is completely untrue. Any decent scene manager and geometry engine gets rid of most of the "invisible" geometries (i.e. triangles) before it ever gets to the rasterizer (i.e. 3D HW card). Proper scene management, view frustrum clipping, backface culling will get rid of most of the "world" model. Of course, depth complexity within the scene must be still handled.

I assume that you are referring to a software geometry engine. High end graphics cards (and soon midrange cards) perform the geometry calculations much faster in hardware.

If a scene has a depth complexity of 100 after the geometry calculations are done, all 100 objects will be shaded, even though 99 of them are at least partially hidden. There has been much research into "deferred shading" techniques for hardware accelerators. The idea is to eliminate hidden objects before the shading takes place, but no one has produced a product which does this.

Scumbria
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