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Feb 14, 2019 at 20:17 comment added Jochen Glueck @JohnDvorak: You're right, of course. I was actually thinking of a simple version of raytracing; I corrected the post accordingly.
Feb 14, 2019 at 20:16 history edited Jochen Glueck CC BY-SA 4.0
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Feb 8, 2019 at 7:45 comment added John Dvorak "nice exercise in computing intersections of lines and planes because they need to determine which triangles are in front of the others" - triangle occlusion (and even line occlusion in 3D) is in general cyclic (and thus non-transitive). In the old Doom and Quake games you'd instead use binary space partitioning and backface culling, these days you go straight to depth buffers (which, incidentally, are also the way to go for shadow maps - you render the depth map from the point of view of the light source, then transform each pixel into that space and compare the depths).
Feb 7, 2019 at 22:57 history edited Jochen Glueck CC BY-SA 4.0
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Feb 7, 2019 at 22:52 history answered Jochen Glueck CC BY-SA 4.0