James H. Clark
Hierarchical geometric models for visible surface algorithms
Communications of the ACM, v.19 n.10, p.547-554, Oct. 1976
ABSTRACT
The geometric structure inherent in the definition of the shapes of three-dimensional
objects and environments is used not just to define their relative motion and
placement, but also to assist in solving many other problems of systems for
producing pictures by computer. By using an extension of traditional structure
information, or a geometric hierarchy, five significant improvements to current
techniques are possible. First, the range of complexity of an environment is
greatly increased while the visible complexity of any given scene is kept within
a fixed upper limit. Second, a meaningful way is provided to vary the amount
of detail presented in a scene. Third, clipping becomes a very fast
logarithmic search for the resolvable parts of the environment within the field
of view. Fourth, frame to frame coherence and clipping define a graphical working
set, or fraction of the total structure that should be present in primary
store for immediate access by the visible surface algorithm. Finally, the geometric
structure suggests a recursive descent, visible surface algorithm in which the
computation time potentially grows linearly with the visible complexity of the
scene.