We describe a hidden surface removal algorithm for two-dimensional layered scenes built from arbitrary primitives, particularly suited to interaction and animation in rich scenes (for example, in illustration). The method makes use of a set-based raster representation to implement a front-to-back rendering model which analyses and dramatically reduces the amount of rasterization and composition required to render a scene. The method is extended to add frame-to-frame coherence analysis and caching for interactive or animated scenes. A powerful system of primitive-combiners called filters is described, which preserves the efficiencies of the algorithm in highly complicated scenes. The set representation is extended to solve the problem of correlated mattes, leading to an efficient solution for high quality antialiasing. A prototype implementation has been prepared.
翻译:本文提出了一种针对由任意图元构建的二维分层场景的隐藏面消除算法,该方法尤其适用于复杂场景(例如插图)中的交互与动画应用。该算法采用基于集合的光栅化表示方法,实现了一种从前至后的渲染模型,该模型通过分析显著减少了场景渲染所需的光栅化与合成计算量。通过扩展该方法,我们引入了帧间一致性分析与缓存机制以支持交互式或动画场景。文中描述了一种称为过滤器的图元组合器系统,该系统能够在高度复杂的场景中保持算法的高效性。通过扩展集合表示法,我们解决了相关遮罩问题,从而实现了高质量抗锯齿的高效解决方案。目前已完成原型系统的实现。