Unit 5: VSD & Animation
2025, December 14
Also called "Hidden Surface Removal". The goal is to draw only what the camera sees.
Concept: Check if a polygon is facing away from the camera.
The Test: Calculate Dot Product of View Vector ($V$) and Surface Normal ($N$).Concept: An upgrade to Z-Buffer. Instead of storing 1 value per pixel, it stores a List of values.
Concept: Process the image line-by-line using Edge Tables to decide what is visible.
The 5-Step Logic:Key Structures:
How do we find $z$ for a random pixel?
$$Ax + By + Cz + D = 0$$ $$z = \frac{-(Ax + By + D)}{C}$$This formula allows the Z-Buffer to calculate depth quickly.
mindmap
root((Hidden Surfaces))
Math Check
Back-Face Det
Dot Product
V dot N > 0
Pixel Check
Z-Buffer
Compare Depth
Close wins
List Check
A-Buffer
Transparency
Anti-Aliasing
Line Check
Scan-Line
Intervals
Edge Tables
Definition: Illusion of motion by showing a sequence of frames (>24 FPS).
mindmap
root((Motion Logic))
The Basics
Keyframing (Poses)
Tweening (In-Between)
Techniques
Morphing (Shape Change)
Onion Skin (Trails)
Physics
Kinematics (Joints)
Dynamics (Gravity)