Fact-checked by Grok 2 weeks ago

Warnock algorithm

The Warnock algorithm is a foundational hidden surface removal technique in , developed by as part of his 1969 doctoral work at the , which recursively subdivides the viewing plane into smaller regions to efficiently determine and render the visible portions of three-dimensional objects in two-dimensional images. This image-space algorithm addresses the challenge of converting scene data into projections by eliminating occluded surfaces, enabling realistic and coloring without exhaustive pairwise comparisons of all polygons. Developed under an Advanced Research Projects Agency () contract, the algorithm emerged during the early evolution of at institutions like the , where Warnock's thesis, titled A Hidden Surface Algorithm for Computer Generated Halftone Pictures, introduced a method to handle complex scenes with intersecting polygons. Prior to this, hidden surface problems were tackled through object-space approaches that scaled poorly with scene complexity, but Warnock's innovation shifted focus to area coherence in the , classifying polygons relative to subdivided windows as surrounding, contained, intersecting, or disjoint to prune unnecessary computations. At its core, the algorithm begins with the full display window and applies a decision procedure: if a is homogeneous (e.g., covered by a single visible surface), it is shaded directly; otherwise, it is divided into four quadrants, inheriting prior classifications to accelerate processing, continuing recursively until reaching or resolving . This subdivision mimics a "logarithmic search" for transitions in the image, reducing the average number of tests per compared to brute-force methods, though it can incur overhead in highly detailed scenes due to repeated relation computations. As an area-sampling method, it excels in exploiting spatial but requires post-processing for raster devices, distinguishing it from scan-line or z-buffer alternatives. The Warnock algorithm's influence persists in modern rendering pipelines, laying groundwork for hierarchical visibility culling and adaptive subdivision techniques used in ray tracing and graphics. Its emphasis on efficient decision-making for visible surfaces remains a for balancing computational cost and image quality in graphics algorithms.

History and Development

Origins

The Warnock algorithm was developed by John E. Warnock during his doctoral studies at the in the late 1960s, emerging as a key contribution to early research. As a research mathematician in the Department of , Warnock created the algorithm under an Advanced Research Projects Agency () contract, which funded pioneering work in interactive at the university starting in 1966. This effort was part of a broader initiative led by faculty such as David Evans and , transforming the into a central hub for graphics innovation. The algorithm's inception was driven by the need to efficiently render three-dimensional scenes into two-dimensional displays, particularly for generating pictures from geometric data in vector-based systems. At the time, early computers like the 1108 struggled with the computational demands of hidden surface removal—determining which parts of overlapping polygons were visible from a given viewpoint—making realistic visualizations impractical for applications in and . Warnock's approach addressed this by introducing a subdivision method that mimicked visual , breaking complex scenes into simpler regions to reduce processing time without sacrificing accuracy. Warnock's background in and positioned him ideally for this work; after earning a in mathematics from the , he shifted from to applied graphics research upon joining the project in 1966, leveraging his geometric intuition to tackle challenges. His prior experience with informed the algorithm's design, enabling it to handle self-intersecting polygons and produce early color images on displays. This foundational work not only supported Warnock's 1969 PhD thesis but also laid groundwork for subsequent advancements in rendering techniques.

Original Publication

The Warnock algorithm was formally introduced in the technical report titled A Hidden Surface Algorithm for Computer Generated Halftone Pictures, authored by John E. Warnock and published in June 1969 as RADC-TR-69-249 by the University of Utah's Computer Science Department. This work, sponsored by the Advanced Research Projects Agency (ARPA) and monitored by the Rome Air Development Center (RADC) at Griffiss Air Force Base, New York, addressed the challenge of rendering three-dimensional scenes into two-dimensional halftone images by resolving hidden surfaces among polygonal objects. The report highlights key innovations, particularly the recursive subdivision of the view plane into smaller squares to determine visibility, where each subdivision level classifies polygons based on their spatial relationship to the square—wholly contained, intersecting the boundary, or wholly exterior—and leverages inherited properties from parent squares to avoid redundant computations. This approach culminates in generating a display file containing only the visible portions of edges and intersections, enabling efficient output without preprocessing for polygon overlaps. Developed during Warnock's graduate research at the , the publication received prompt recognition in early literature as a pioneering area-subdivision method for hidden surface removal, with citations appearing in seminal works such as Watkins' on solutions and subsequent characterizations of hidden-surface algorithms. Its influence is noted in historical overviews of milestones, underscoring its role in advancing rendering techniques during the late .

Background Concepts

The Hidden Surface Problem

The hidden surface problem, also referred to as the visibility problem, in three-dimensional entails identifying which portions of objects—such as vertices, edges, or polygons—are occluded from a specified viewpoint and thus not visible when projected onto a two-dimensional , necessitating the elimination of these obscured elements to generate accurate and realistic renderings. This process, known as hidden surface removal, ensures that only the frontmost surfaces contribute to the final image, resolving ambiguities that arise from occlusions in depth. The problem gained prominence in the 1960s as computer graphics transitioned from simple two-dimensional displays to interactive 3D modeling, particularly in military and research applications, which utilized wireframe representations on vector displays to visualize complex spatial data. Pioneering work, such as Ivan Sutherland's 1963 Sketchpad system, highlighted the need for visibility handling in graphical interfaces, though early solutions often involved manual adjustments or rudimentary geometric checks due to the era's technological constraints. By the mid-1960s, researchers like Larry Roberts at MIT were developing hidden line detection techniques using homogeneous coordinates, underscoring the problem's centrality to advancing 3D visualization. Computational limitations of the time exacerbated the challenges, with systems operating on kilobytes of and lacking specialized for rapid , rendering per-pixel depth evaluations impractical for scenes with multiple overlapping elements. Wireframe models, common in early 3D graphics, frequently produced cluttered outputs where hidden lines from rear objects intersected visible ones, creating visual confusion without automated removal— for example, in a wireframe , rear vertices like those on the back face appear ambiguously superimposed on the front, obscuring spatial relationships. Similarly, rendering overlapping polygons, such as a nearer fully or partially blocking a distant , demanded efficient depth-based to prevent artifacts like incorrect , yet initial approaches relied on time-consuming pairwise comparisons that scaled poorly with scene . John Warnock's 1969 contribution provided an influential early solution to the hidden surface problem through a subdivision-based approach tailored to these computational realities.

Area Coherence

Area coherence refers to the principle that adjacent regions or pixels in an image often share the same visible surface, allowing visibility determinations to be applied uniformly across homogeneous areas rather than individually for each pixel. This concept exploits spatial locality in the , where the influence of a particular on remains consistent within bounded screen regions, thereby reducing the overall computational burden in hidden surface removal. In the Warnock algorithm, area coherence drives the subdivision process by assuming that initial large screen windows are likely to be covered entirely by a single nearest or left empty, enabling a single visibility test to suffice for the whole area. If homogeneity cannot be established, the window is divided into smaller subregions, recursively applying the test to capitalize on the expected similarity of across these adjacent areas and avoiding redundant depth comparisons for disjoint or overlapping polygons. This approach minimizes the number of polygons evaluated per region by culling those that do not intersect the current area, leveraging the symmetric lateral separation of surfaces in both x and y directions. While related to other forms of , such as scan-line —which assumes similarity between adjacent lines—and object —which exploits uniform within parts of the same —area is specifically tailored to area-based subdivision methods like Warnock's, focusing on rectangular partitions of the to propagate decisions spatially. This targeted use of area enhances efficiency in image-space algorithms by aligning computations with the natural clustering of visible surfaces in screen coordinates.

Algorithm Overview

Core Principle

The Warnock algorithm operates on a divide-and-conquer principle, addressing the hidden surface removal challenge by recursively subdividing the —a rectangular of the display plane—into four equal subsquares whenever the of polygons within a region cannot be resolved simply. This process continues until each subsquare is either trivial to classify (such as containing no polygons or a single fully visible surface) or reaches a size comparable to the target , at which point is determined by depth comparisons. Rather than rasterizing directly during the subdivision, the algorithm constructs a display file that records references to visible surfaces for uniform regions or coordinates of points along visible boundaries and intersections for more complex cases, deferring the actual image generation to a subsequent phase. This approach ensures that only pertinent visible elements are stored, optimizing memory usage for the final output. The overarching objective is to equilibrate subdivision depth with rendering , exploiting area —where adjacent screen regions often share similar properties—to reduce unnecessary computations in coherent areas while ensuring accurate across the scene.

Subdivision Process

The subdivision process in the Warnock algorithm begins with the entire viewing area, typically represented as a square or rectangular on the display plane. This initial region is examined to determine the visibility of within it. If the contents are not trivially simple—such as when no single polygon fully contains the region and obscures all others, or when all polygons are disjoint from it—the is recursively divided into four equal subsquares, forming a quadtree-like structure. This division allows for localized analysis, leveraging area to reduce computational overhead by processing smaller, more uniform regions independently. The criteria for continuing subdivision hinge on the spatial relationships between and the current . Specifically, subdivision proceeds if multiple intersect the subsquare without one dominating the , meaning no completely surrounds the while being closer than all others, and not all lie entirely outside. Each subsquare inherits relevant data from its parent, such as lists of intersecting or surrounding , to avoid redundant classifications. This ensures that only pertinent are considered at deeper levels, streamlining the process. The algorithm's divide-and-conquer approach is rooted in area , where nearby pixels share similar properties. Once a subsquare meets the simplicity criteria, visibility testing integrates directly with the subdivision by resolving the dominant surface without further division. Simple cases include outputting a uniform color or edge if the region is at , or deferring detailed for later. Subregions are processed recursively and independently, building a hierarchical representation that culminates in a complete file for rendering. This mechanism efficiently handles complex scenes by terminating early in coherent areas while refining ambiguous ones.

Detailed Algorithm

Initialization and Input

The Warnock algorithm initiates with a setup that prepares the data for subsequent subdivision and visibility testing. The primary inputs consist of a collection of describing the three-dimensional objects in the , where each is defined by its vertices in viewer coordinates (with X and Y parallel to the display plane and Z along the ), along with associated depth values derived from these coordinates. Surface attributes, such as colors or parameters, are also provided per to support rendering of visible portions. The initial is specified as a rectangular or polygonal region in the , serving as the starting window for the subdivision process. Following data input, the polygons undergo an initial sorting by their minimum Z-value, arranged from farthest (largest Z) to nearest (smallest Z) relative to the viewer. This back-to-front ordering, often implemented via an efficient method like a variant, establishes a preliminary depth priority that aids in identifying potential occluders during later classifications and reduces redundant computations in overlapping regions. To optimize processing, polygons evidently outside the initial are culled using bounding tests. For each polygon, the minimum and maximum X, Y coordinates of its projected vertices form a bounding ; if this rectangle does not intersect the viewport boundaries, the polygon is discarded entirely, as it cannot contribute to the rendered image. This step leverages spatial coherence to prune irrelevant geometry early, significantly lowering the number of polygons passed to the core algorithm.

Classification of Polygons

In the Warnock algorithm, polygons are classified relative to a given (or clip window) into one of four categories to determine their spatial relationship, which guides subsequent visibility processing. The surrounding case occurs when the polygon completely encloses the , meaning all boundaries lie inside the polygon; this is identified by testing if a representative point (such as a corner) of the is interior to the polygon. The inside case applies when the polygon is fully contained within the , verified by confirming that all polygon vertices lie inside the boundaries. The outside case denotes no , where the polygon and are disjoint, established by checking that no polygon edges cross boundaries and no vertices reside inside. Finally, the overlapping case involves partial , such as when a polygon edge crosses a boundary or parts of the polygon straddle the boundary. Classification testing relies on geometric predicates to ensure efficiency. Vertex inclusion is typically assessed using ray casting: a ray is cast from a (or ) to count s with edges, determining if the point is inside based on of crossings (odd for inside, even for outside). Edge checks compare edges against boundaries, often using algorithms to detect crossings along the four sides or diagonals of the rectangular . These methods avoid exhaustive pairwise computations by leveraging the sorted list from initialization, processing candidates in decreasing Z-order to prune distant polygons early. When multiple polygons interact with the same subregion, prioritization occurs via Z-depth values, typically computed at the subregion's or representative point. The algorithm selects the frontmost (closest in Z) among surrounding candidates, as it potentially occludes others; for inside or overlapping cases with multiples, depth comparisons help identify the visible surface without immediate subdivision. This depth-based handling ensures that only relevant proceed to further analysis, optimizing the recursive process.

Visibility Determination

In the Warnock algorithm, visibility determination occurs once a region has been classified with respect to the polygons, identifying whether they are wholly inside, intersecting, or wholly outside the region. This step resolves which surface is visible without further subdivision, focusing on simple cases to generate output efficiently. For disjoint polygons where no surfaces intersect the region, the area is filled with the background color, as no objects are present. If a single polygon surrounds or is wholly inside the region, the entire area is filled with that polygon's color or shading attributes, assuming it is the only visible surface. In cases of multiple overlapping polygons, visibility is resolved by selecting the closest surface based on depth comparisons at the region's corners; the algorithm computes the Z-depth using the polygon plane equation to identify the nearest occluding polygon that surrounds the region. These Z-checks mimic aspects of a Z-buffer but are limited to boundary points, avoiding exhaustive per-pixel computations. The resolved visible surface is then output to a file, which stores references such as pointers, points, and coordinates for subsequent rasterization and during scan conversion. This deferred approach ensures that only confirmed visible elements are processed, optimizing the generation of the final image.

Recursion and Termination

The Warnock algorithm employs a recursive subdivision process to resolve visibility in regions where multiple polygons overlap without a single dominant surface that fully obscures others. is triggered specifically when a viewing contains intersecting polygon projections and no one polygon can be identified as completely visible across the entire area, necessitating further to isolate simpler subproblems. In such cases, the algorithm divides the current square into four equal subsquares and distributes the relevant polygons to each, recursing on those subsquares that intersect with polygons. Termination occurs under several conditions to ensure computational efficiency and finite execution. The process halts if the region size reaches the resolution limit, at which point the nearest intersecting is selected as visible for that . Alternatively, termination is achieved in simple cases where visibility is unambiguous, such as when a single fully covers the region and hides all others behind it, or when all polygons within the region are disjoint with no overlaps, allowing direct determination of visible segments. Another terminating scenario arises if no polygons intersect the region, resulting in an empty or background-filled area with no visible surfaces. Upon termination at the leaf level, the algorithm backtracks by aggregating results from the subsquares to construct the overall visible structure for the parent region. Visible edge points, intersection coordinates, and polygon identifiers from each subsquare are compiled into a display file, which maintains a sorted list of these elements for subsequent rasterization and rendering. This combination ensures that the recursive divisions contribute coherently to the final image without redundant recomputation, leveraging the hierarchical nature of the subdivision.

Performance Characteristics

Time and Space Complexity

The Warnock algorithm has a worst-case time complexity of O(np), where n is the number of polygons and p is the number of pixels in the viewport; this stems from the recursive subdivision potentially reaching pixel-level granularity, with each subdivision level involving intersection tests against all relevant polygons. Its space complexity is O(n + d), where d is the maximum subdivision depth, due to the storage required for the polygon list, the recursion stack during processing, and the display file that accumulates visible surface information for subdivided regions. Performance varies with scene complexity, as highly coherent areas—where a single surrounds others or no intersections occur—allow early termination of subdivision, mitigating the full O(np) cost by avoiding unnecessary deeper recursions.

Advantages

The Warnock algorithm excels in exploiting area , a property where visibility tends to be consistent across large regions of the , allowing it to resolve entire screen areas without exhaustive per-pixel computations. By recursively subdividing the viewing area into smaller rectangles and classifying at each level, the algorithm quickly identifies and renders simple regions—such as those fully covered by a single or entirely obscured—while deferring detailed processing only to complex boundaries. This approach mimics human and significantly reduces computational overhead in scenes with coherent , as large portions of the can be handled holistically rather than individually. A key strength lies in its compatibility with vector-based technologies prevalent in the and , producing output as a compact file of visible line segments and resolution-limited squares along boundaries. This vector-friendly enables efficient rendering on storage-tube displays or plotters, avoiding the need for rasterization during generation and facilitating direct hardware compatibility without intermediate pixel buffers. The algorithm's subdivision process naturally yields piecewise linear approximations suitable for such systems, enhancing its practicality for early hardware. Furthermore, the Warnock algorithm adeptly manages complex occlusions and intersections without requiring a global sort of all or precomputation of lines. Through local ordering within subdivided regions, it determines by comparing extents and depths incrementally, eliminating surfaces on a per-area basis and avoiding the of pairwise calculations across the entire . This localized handling preserves accuracy in overlapping geometries while maintaining , particularly beneficial for scenes with intertwined objects.

Disadvantages

One significant limitation of the Warnock algorithm is its poor performance in highly complex scenes with numerous overlapping or intersecting polygons, where the recursive subdivision process can lead to an exponential increase in the number of regions to evaluate, resulting in impractical computation times. In such cases, the algorithm's reliance on area coherence breaks down, requiring deep subdivisions that escalate costs linearly with scene complexity, as noted in early characterizations of hidden-surface methods. The algorithm also demands substantial preprocessing overhead, including clipping polygons to the viewing window, perspective transformations, and initial to handle spatial relationships, which adds significant computational burden before the core subdivision begins. These steps, while necessary for accurate classification of polygon-window interactions, can offset efficiency gains in simpler scenes and complicate implementation. Furthermore, the Warnock algorithm is less suitable for raster-scan due to its generation of a display file consisting of visible area descriptions in arbitrary order, necessitating an additional massive sort by scan-line coordinates to produce sequential raster output, unlike direct pixel-filling methods that align naturally with hardware pipelines. This indirect approach limits its applicability on early raster , where random-access processing proved inefficient compared to scan-line coherent alternatives.

Comparisons with Other Methods

Versus Z-Buffer Algorithm

The Warnock algorithm employs an area-based recursive subdivision approach to hidden surface removal, dividing the screen into regions and refining them until visibility can be unambiguously determined for each subregion, often exploiting spatial coherence to minimize computations in scenes with large uniform areas. In contrast, the z-buffer algorithm resolves visibility on a per- basis by maintaining a depth that stores the z-value (distance from the viewpoint) for each screen pixel, updating the color and depth only if an incoming fragment is closer than the current value, without requiring explicit sorting or subdivision. Warnock's method performs efficiently in coherent scenes where few subdivisions are needed due to non-overlapping or simply occluded polygons, potentially avoiding pixel-level processing altogether for large visible regions. The z-buffer, while conceptually simpler and easier to implement in , demands substantial proportional to the screen resolution— for instance, a 512×512 buffer requires storage for depth values at every —making it resource-intensive for high-resolution displays, though this drawback diminished as memory costs declined. Historically, the z-buffer, introduced by in 1974, gained dominance over subdivision techniques like Warnock's 1969 method primarily due to its straightforward integration into graphics hardware pipelines, enabling efficient real-time rendering in subsequent decades and largely supplanting recursive area methods in practical applications.

Versus Painter's Algorithm

The Warnock algorithm employs recursive subdivision of the viewing region to determine visibility locally, contrasting with the Painter's algorithm, which relies on global depth sorting of polygons followed by back-to-front rendering to overwrite hidden surfaces. In the Warnock approach, the screen is divided into subsquares, and is resolved within each by classifying polygon intersections and depths without requiring a complete ordering of all scene elements, allowing efficient handling of coherent areas where few polygons overlap. The Painter's algorithm, introduced by Newell, Newell, and Sancha, instead sorts polygons by their average or minimum depth to establish a drawing order, painting distant surfaces first so nearer ones obscure them naturally during rasterization. A key distinction lies in overlap resolution: the Warnock algorithm avoids the need for global sorting by recursively subdividing complex regions until visibility is unambiguous, such as when a single surface covers the area or all others are outside, thus sidestepping the computational overhead of sorting n polygons, which is O(n log n) in the Painter's method. The Painter's algorithm struggles with cyclic depth overlaps—where polygon A partially obscures B, B obscures C, and C obscures A—necessitating polygon splitting or additional tests to resolve dependencies, which can exponentially increase complexity and fragment the scene geometry. In contrast, Warnock's local subdivision naturally disentangles such cases by isolating interactions in smaller regions, though it may incur deep recursion in highly occluded scenes. Regarding suitability, the Warnock algorithm was designed for vector-based systems, generating a display file of visible edges and intersections for line-drawn pictures, making it precise for object-space-like decisions within image-space subdivisions without redundant drawing. The Painter's algorithm suits rasterization pipelines better, offering simpler implementation for filled polygons but at the cost of overdraw, where pixels are repainted multiple times, wasting fill rate in scenes with high depth complexity. Overall, Warnock excels in scenes with spatial coherence and fewer polygons, while Painter's provides straightforward for non-intersecting objects but scales poorly with overlaps.

Applications and Legacy

Early Implementations

Following its introduction in John Warnock's 1969 doctoral thesis at the , the algorithm was promptly adopted within the university's department and graphics research efforts for generating hidden-surface-removed renderings of three-dimensional scenes. This implementation served as a foundational tool in the lab's ARPA-funded projects, enabling researchers to produce early examples of shaded images from polygonal models on the department's computing systems, such as the PDP-10. The approach facilitated research into realistic image synthesis by handling complex visibility problems in scenes composed of intersecting surfaces, marking one of the first software-based solutions for such tasks in an academic setting. The algorithm's integration into early vector display software at the extended its utility to halftone picture generation, where was simulated through varying densities of vector lines output to plotters or displays like the Gerber plotter used in the lab. This adaptation allowed for the conversion of object descriptions into printable or viewable 2D representations with simulated depth and illumination, addressing limitations in monochrome vector hardware that lacked native capabilities. Researchers employed it to render black-and-white images of simple geometries, demonstrating its effectiveness in subdividing view areas to resolve occlusions without exhaustive sorting. Notable early applications included academic prototypes rendering precursor 3D scenes, such as overlapping polyhedra and curved surfaces approximated by polygons, which foreshadowed more intricate models developed later at . These implementations produced representative outputs like line drawings of visible edges, shaded views of intersecting planes and spheres, and even preliminary color mappings with specular , all processed through recursive subdivision on the lab's systems. Such work highlighted the algorithm's role in advancing experimental visualization before the advent of raster displays.

Influence on Modern Graphics

The Warnock algorithm's recursive subdivision principle has profoundly influenced the development of and data structures, which are widely used for spatial partitioning in contemporary . By dividing the viewing area into smaller regions to resolve visibility, Warnock's approach provided a foundational model for quadtrees, enabling efficient hidden surface removal and scene management in two dimensions. This inspired extensions to three dimensions via octrees, which partition space into eight subcubes for representing complex objects and accelerating computations. In modern applications, these structures facilitate and visibility culling in , where they optimize queries for dynamic environments, and in ray tracing, where they serve as acceleration structures to reduce intersection tests by pruning empty or occluded regions. Echoes of Warnock's hierarchical subdivision appear in advanced rendering techniques on modern GPUs, particularly in deferred rendering pipelines and level-of-detail (LOD) systems. The algorithm's emphasis on processing regions at varying resolutions informs hierarchical visibility preprocessing, which supports by first computing geometry visibility before applying lighting, thereby minimizing redundant computations across complex scenes. Similarly, its adaptive refinement contributes to LOD methods, where coarser representations are used for distant or simple areas, transitioning to finer details closer to the viewer, enhancing performance in real-time graphics without sacrificing quality. These adaptations leverage GPU parallelism to handle massive datasets, as seen in game engines and simulation software. Warnock, who passed away on March 19, , continued to apply principles from his early work in subsequent innovations at Systems. Despite its foundational role, the Warnock algorithm sees rare direct implementation today due to the dominance of rasterization pipelines, which rely on hardware-accelerated for efficient hidden surface removal in scenarios. Its limitations in scaling to densely , large-scale scenes—arising from exhaustive subdivision—have led to hybrid methods that integrate hierarchies inspired by Warnock's approach with other structures, such as kD-trees or occlusion culls, to balance accuracy and speed in visibility computations. These hybrids maintain the algorithm's output-sensitive nature while addressing inefficiencies, ensuring its principles endure in optimized forms within current graphics frameworks.

References

  1. [1]
    [PDF] A Hidden Surface Algorithm for Computer Generated Halftone Pictures
    A HIDDEN SURFACE ALGORITHM FOR COMPUTER. GENERATED HALFTONE PICTURES. 14. John E. Warnock. Utah University. Prepared for: Advanced Research Projects Agency.Missing: PhD | Show results with:PhD
  2. [2]
    [PDF] A Characterization of Ten Hidden-Surface Algorithms
    An important concept of the Warnock algorithm is that the hypothesis test for a sample window need not test all faces in the environment, if a hypothesis test ...
  3. [3]
    Remembering Adobe's John Warnock - Jon Peddie Research
    Aug 22, 2023 · That 1969 thesis outlined the Warnock algorithm for hidden surface determination. In layman's terms, the algorithm assists a computer in its ...Missing: PhD | Show results with:PhD
  4. [4]
    [PDF] A Hidden Line Algorithm for Halftone Picture Representation - DTIC
    University of Utah. Salt Lake City, Utah. Reproduced by. NATIONAL TECHNICAL ... by John Warnock, Research Mathematician. Computer Science, University of Utah.
  5. [5]
    How the Computer Graphics Industry Got Started at the University of ...
    Many of today's computer graphics luminaries—including Pixar cofounder Edwin Catmull, Adobe cofounder John Warnock, and Netscape founder Jim Clark, who also ...
  6. [6]
    [PDF] A hidden line algorithm for halftone picture representation - CORE
    A Hidden Line Algorithm For. Halftone Picture Representation! John E. Warnock tr-4- 5. Department of Computer Science. University of Utah.
  7. [7]
    [PDF] Oral History of John Warnock, part 1 of 2
    Apr 26, 2018 · Was there a way that the people at. Utah understood why computer graphics was so important? Warnock: Well, his charter for that ARPA contract ...
  8. [8]
    A solution to the hidden surface problem - ACM Digital Library
    Warnock J. E.,'A Hidden Surface Algorithm for Computer Generated Halftone Pictures', RADC-TR-69-249, University of Utah, 1969. Google Scholar. [7]. Gouraud H ...
  9. [9]
    [PDF] History of computer graphics
    Roberts (1963), Appel (1967) - hidden-line algorithms. – Warnock (1969), Watkins (1970) - hidden-surface algorithms. – Sutherland (1974) - visibility = sorting ...
  10. [10]
    Milestones:Development of Computer Graphics and Visualization ...
    John Warnock: Utah PhD, 1969; Warnock algorithm; Adobe co-founder. Alan Kay ... Henry Fuchs, 1997: “For contributions to computer graphics hardware and algorithms ...
  11. [11]
    [PDF] Hidden Surface Removal - Stony Brook Computer Science
    Basic assumption: All polygons are opaque. • What polygons are visible with respect to your view frustum? ➢ Outside: View Frustum Clipping.
  12. [12]
    (PDF) Constructing the invisible - Computer graphics and the end of ...
    Oct 6, 2018 · Hiding lines! The history of the hidden-surface problem faced by computer scientists during the. 1960's and 1970's illustrates a genealogy of ...
  13. [13]
    A Short History of Computer Graphics
    Author Appel at IBM developed hidden surface and shadow algorithms that were pre-cursors to ray tracing. The fast Fourier transform was discovered by Cooley and ...Missing: problem | Show results with:problem
  14. [14]
    A hidden surface algorithm for computer generated halftone pictures
    A hidden surface algorithm for computer generated halftone pictures. January 1969. Author: John Edward Warnock. John Edward Warnock. View Profile. Publisher:.
  15. [15]
    Sorting and the hidden-surface problem
    Warnock used a kind of lateral coherence that is symmet- ric in the X and Y screen directions, whereas the other three, Watkins, Romney et al., and Bouknight, ...
  16. [16]
    [PDF] warnock.pdf - codersnotes.com
    22-27. 6. Warnock, John E. A Hidden Line Algorithm For Halftone. Pictur~e Representation. Technical Report 4-5. Salt Lake City, Utah: University of Utah, 1968.Missing: 1960s | Show results with:1960s<|control11|><|separator|>
  17. [17]
    A Hidden Surface Algorithm for Computer Generated Half-Tone ...
    Jan 7, 2019 · A Hidden Surface Algorithm for Computer Generated Half-Tone Pictures. June 1969. Authors: John Warnock at Adobe Inc. John Warnock · Adobe Inc ...Missing: PhD | Show results with:PhD
  18. [18]
    A hidden surface algorithm for computer generated halftone pictures
    A hidden surface algorithm for computer generated halftone pictures ; Department, Electrical & Computer Engineering ; Author, Warnock, John Edward ; Date, 1969.Missing: PhD | Show results with:PhD
  19. [19]
    [PDF] Hidden Surface Removal (or, visibility) - cs.Princeton
    Warnock's algorithm o Fill area if: » All surfaces are outside area, or. » Only one surface intersects area, or. » One surface occludes other surfaces in area.
  20. [20]
    [PDF] Hidden Surface Removal using Polygon Area Sorting
    While the hidden surface algorithm takes advantage of polygon area coherence, even greater gains can be achieved by taking advantage of object coherence ...
  21. [21]
    [PDF] Visible Surface Determination Class of Algorithms
    How to determine the correct visible surface in this case? Warnock's Algorithm. • What is the terminating condition? – One polygon per cell.
  22. [22]
    [PDF] Hidden Surface Removal through Object Space Decomposition.
    Jan 14, 1982 · 3 examines three algorithms for hidden surface removal ... Warnock algorithm, since the list of polygons to be processcd could be prematurely.
  23. [23]
    [PDF] A hidden line algorithm for halftone picture representation - CORE
    This implies that if parallel processing becomes readily available in the future then the algorithm can use this capability to a great advantage. All of the ...
  24. [24]
    [PDF] A Subdivision Algorithm for Computer Display of Curved Surfaces
    WarnocK's algorithm differs from the one presented here in that the former subdivides the screen, while the latter subdivides the surface being rendered ...<|control11|><|separator|>
  25. [25]
    [PDF] Hidden Surface Removal
    Test for overlapping polygons: Let P be the polygon furthest back in the sorted list. For each polygon Q that P might obscure (have z overlaps) do the following.Missing: input | Show results with:input
  26. [26]
    The Innovator | Continuum - The University of Utah
    That 1969 thesis outlined the “Warnock algorithm for hidden surface determination. ... hidden line algorithm” by student John Warnock. I couldn't imagine ...
  27. [27]
    4.4 University of Utah – Computer Graphics and Computer Animation
    John Warnock, who received his Ph.D. in 1969, developed the first scientific visualizations using this approach. After Utah, Warnock moved to Evans and ...
  28. [28]
    History - Kahlert School of Computing - The University of Utah
    Developed the Warnock recursive subdivision algorithm for hidden surface elimination. ... Developed the first algorithm for simulating specular phenomenon.Missing: implementations | Show results with:implementations
  29. [29]
    [PDF] an overview of quadtrees, octrees, and
    The term quadtree is used to describe a class of hierarchical data structures whose common property is that they are based on the principle of recursive.
  30. [30]
    Oct-trees and their use in representing three-dimensional objects
    Oct-trees are developed as a three-dimensional analog of quad-trees. Oct-trees can be used in geometric modeling and space planning.
  31. [31]
    LibRTS: A Spatial Indexing Library by Ray Tracing
    Mar 1, 2025 · Ray tracing is a photorealistic rendering technique widely used in the movie industry and video games. ... High-performance quadtree constructions ...
  32. [32]
    [PDF] Hierarchical Techniques for Visibility Computations
    memory corresponding to nodes of the spatial index (e.g. kD-tree, object ... polygon boundaries, rather than rectangles used in Warnock's algorithm.
  33. [33]
    Robust Visibility Surface Determination in Object Space via Plücker ...
    The z-buffering and its modifications dominate the area of real-time rendering, whereas ray tracing is commonly used in the scope of global illumination ...<|control11|><|separator|>