Image-Space Algorithms

Scan Conversion w/o Z buffering

use: w/painter's algorithm
time: worse than O(xy log d + n log n), where d is the depth complexity for a given scan line
coherence: object and image-space
scene footprint: total
memory footprint: enough to sort by Y, then enough for the current scan line
overdraw: total
clipping: done
transparency: supported


Z-buffering - very very hardware-accelerable!

use: OpenGL
time: O (xyd), where d is the depth complexity
coherence: none
scene footprint: total (depends on who's feeding the objects in)
memory footprint: size of the Z buffer, and the memory to scan-convert an object
overdraw: total
   color values gratuitously stored to the framebuffer: none (front-to-back) to total (back-to-front)
clipping: not done
transparent objects: not supported (Alpha-buffers do this)



Hierarchical Z-buffering (Greene & Kass, 1993) HZB requires...
Hierarchical Scan Conversion -this is not yet in hardware, where it needs to be.

time, worst case, back-to-front drawing: O (d xy l) where
    l is the # of hierarchy levels (log s)
    d is the depth complexity
*time, usual case: O(unknown)
*coherence: object and image-space
scene footprint: depends on who's feeding the objects in.
memory footprint: size of all the Z buffers
overdraw: total, assuming the Z compare is the last step after rasterizing, clipping & shading
clipping: can be done
transparent objects: not supported