This document discusses various algorithms for hidden surface removal when rendering 3D scenes, including the z-buffer method, scan-line method, spanning scan-line method, floating horizon method, and discrete data method. The z-buffer method uses a depth buffer to track the closest surface at each pixel. The scan-line method only considers visible surfaces within each scan line. The floating horizon method finds the visible portions of curves using a horizon array. The discrete data method handles surfaces defined by discrete points rather than mathematical equations.
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