You might be thinking by now "Why don't you just organize the polygons in a virtual structure and display them instantly?"

(or maybe you weren't, but I know I was, so humor me)

Well, that's just what the painter's algorithm does!


It works like this:

Sort surfaces in order of devreasing depth
Scan-convert surfaces in order, starting with surface of greatest depth


Is it really that easy? of course not.

if all the polygons we ever wanted to perform a hidden surface-algorithm on looked like this (right) there would be no problem.


Unfortunately, most graphics rending programs include polygons arranged in complicated, confoluted conficurations, that require a rather complex and processor intensive sort. (see below) Thats the bad news... read on for the good news.















The good news:

Thanks to a structure called the BSP or Binary Space Partitioning Tree, once the polygon-order is determined, the view can be generated from ANY POINT.

This makes many things easy, like real-time animation.