Two Dimensional Hidden Surface Removal with Frame-to-frame Coherence
John Whitington
TL;DR
A hidden surface removal algorithm for two-dimensional layered scenes built from arbitrary primitives, particularly suited to interaction and animation in rich scenes, is described, which analyses and dramatically reduces the amount of rasterization and composition required to render a scene.
Abstract
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.
