. "Painter's algorithm"@en . . . "Schildersalgoritme"@nl . "El algoritmo del pintor es una de las soluciones m\u00E1s simples para el en los gr\u00E1ficos 3D por computadora. Cuando se proyecta una escena de tres dimensiones en un plano de dos, es necesario determinar qu\u00E9 pol\u00EDgonos son visibles y cu\u00E1les no. En las implementaciones m\u00E1s b\u00E1sicas, el algoritmo del pintor puede ser poco eficiente, ya que fuerza al sistema a renderizar cada punto de todos los pol\u00EDgonos visibles, incluso si estos pol\u00EDgonos est\u00E1n ocultos en la escena final. Esto implica que, en las escenas detalladas, el algoritmo del pintor puede consumir demasiados recursos."@es . . . . . "Maleralgorithmus"@de . . "1124511104"^^ . . . . . . . . "O algoritmo do pintor \u00E9 uma das solu\u00E7\u00F5es mais simples para o em gr\u00E1ficos de computador a 3D. Quando se pretende projectar uma cena a 3D num plano a 2D, \u00E9 a dado ponto necess\u00E1rio decidir que pol\u00EDgonos est\u00E3o vis\u00EDveis e quais os que est\u00E3o escondidos."@pt . . "13323"^^ . . "\uD654\uAC00 \uC54C\uACE0\uB9AC\uC998(painter's algorithm)\uC740 3\uCC28\uC6D0 \uCEF4\uD4E8\uD130 \uADF8\uB798\uD53D\uC2A4\uC5D0\uC11C \uAC00\uC2DC\uB3C4 \uBB38\uC81C\uC758 \uAC00\uC7A5 \uB2E8\uC21C\uD55C \uD574\uACB0\uCC45 \uAC00\uC6B4\uB370 \uD558\uB098\uC774\uB2E4. 3\uCC28\uC6D0 \uD654\uBA74\uC744 2\uCC28\uC6D0 \uD2C0\uC5D0 \uD22C\uC601\uD560 \uB54C \uC5B4\uB290 \uB2E4\uAC01\uD615\uC744 \uBCF4\uC774\uAC8C \uD560\uC9C0 \uC228\uACA8\uC57C \uD560\uC9C0\uB97C \uACB0\uC815\uD574\uC57C \uD560 \uC0C1\uD669\uC774 \uB193\uC778\uB2E4. \uD654\uAC00 \uC54C\uACE0\uB9AC\uC998\uC740 \uD654\uAC00\uAC00 \uADF8\uB9BC\uC744 \uADF8\uB9B4 \uB54C \uBA3C \uACF3\uC5D0\uC11C\uBD80\uD130 \uC21C\uC11C\uB300\uB85C \uADF8\uB824\uAC00\uBA74\uC11C \uAC00\uAE4C\uC6B4 \uAC83\uC744 \uADF8\uB9B4 \uB54C\uC5D0 \uC774\uC804\uC5D0 \uADF8\uB9B0 \uBA3C \uACF3\uC758 \uC77C\uBD80\uB97C \uB36E\uC5B4\uBC84\uB9AC\uB294 \uAE30\uC220\uB85C \uC815\uC758\uB41C\uB2E4. \uD654\uAC00 \uC54C\uACE0\uB9AC\uC998\uC5D0\uC11C\uB294 \uC2EC\uB3C4\uC5D0 \uB530\uB77C \uD55C \uD654\uBA74\uC758 \uBAA8\uB4E0 \uB2E4\uAC01\uD615\uC744 \uC815\uB82C\uD55C \uB2E4\uC74C \uC774\uB4E4\uC744 \uBA3C \uACF3\uC73C\uB85C\uBD80\uD130 \uAC00\uAE4C\uC6B4 \uACF3\uC73C\uB85C\uAE4C\uC9C0 \uC21C\uC11C\uB300\uB85C \uADF8\uB824\uB098\uAC04\uB2E4. \uC77C\uBC18\uC801\uC73C\uB85C \uBCF4\uC774\uC9C0 \uC54A\uB294 \uBD80\uBD84\uB4E4 \uC774\uC0C1\uC744 \uADF8\uB824\uB098\uAC00\uBBC0\uB85C, \uBA3C \uBB3C\uCCB4\uC758 \uBCF4\uC774\uC9C0 \uC54A\uC740 \uBD80\uBD84\uC744 \uADF8\uB824\uB098\uAC10\uC73C\uB85C\uC368 \uAC00\uC2DC\uB3C4 \uBB38\uC81C\uB97C \uD574\uACB0\uD560 \uC218 \uC788\uB2E4. \uD558\uB098\uC758 \uB2E4\uAC01\uD615\uC774 \uB2E4\uB978 \uB2E4\uAC01\uD615\uACFC \uAD50\uCC28\uD558\uB294 \uACBD\uC6B0 \uB2E4\uAC01\uD615\uC744 \uB6AB\uC5B4\uBC84\uB9AC\uB294 \uACBD\uC6B0\uAC00 \uC77C\uC5B4\uB0A0 \uC218 \uC788\uB2E4. \uACE0\uB9AC \uBAA8\uC591\uC73C\uB85C \uB36E\uC5B4\uC4F0\uB294 \uC0C1\uD669\uC5D0\uC11C \uC774 \uBB38\uC81C\uB294 \uB2E4\uAC01\uD615\uC744 \uC798\uB77C\uB0B4\uC11C \uD574\uACB0\uD560 \uC218 \uC788\uB2E4."@ko . "\u753B\u5BB6\u7B97\u6CD5"@zh . . . . . "Algorithme du peintre"@fr . . . "Algorytm malarza (ang. painter's algorithm) \u2013 algorytm stosowany w grafice komputerowej, s\u0142u\u017C\u0105cy do wyznaczania powierzchni widocznych. Polega na rysowaniu obiekt\u00F3w w kolejno\u015Bci od najdalszego do najbli\u017Cszego, podobnie jak malarz przedstawia bli\u017Csze obiekty maluj\u0105c je na namalowanych wcze\u015Bniej, bardziej odleg\u0142ych. Fragmenty s\u0105 nast\u0119pnie rysowane w tej\u017Ce kolejno\u015Bci. Zak\u0142ada si\u0119 przy tym, \u017Ce rysunek powstaje analogicznie do malowania obrazu olejnego, st\u0105d nazwa algorytmu. Oznacza to, \u017Ce fragment p\u00F3\u017Aniej namalowany zas\u0142ania (zamalowuje) wszystko, co by\u0142o dotychczas namalowane w tym miejscu. T\u0119 cech\u0119 ma ka\u017Cde urz\u0105dzenie wy\u015Bwietlaj\u0105ce, ale stosowanie algorytmu malarza bezpo\u015Brednio na drukarce jest niemo\u017Cliwe."@pl . . . . "En informatique, et plus pr\u00E9cis\u00E9ment en imagerie num\u00E9rique, l\u00B4algorithme du peintre est l'une des solutions les plus simples pour r\u00E9soudre le probl\u00E8me de visibilit\u00E9 d'un rendu en 3D sur ordinateur. En effet, une fois une sc\u00E8ne 3D projet\u00E9e sur un plan 2D, il est n\u00E9cessaire de d\u00E9terminer quels sont les polygones visibles, et les polygones cach\u00E9s."@fr . . . . . "En informatique, et plus pr\u00E9cis\u00E9ment en imagerie num\u00E9rique, l\u00B4algorithme du peintre est l'une des solutions les plus simples pour r\u00E9soudre le probl\u00E8me de visibilit\u00E9 d'un rendu en 3D sur ordinateur. En effet, une fois une sc\u00E8ne 3D projet\u00E9e sur un plan 2D, il est n\u00E9cessaire de d\u00E9terminer quels sont les polygones visibles, et les polygones cach\u00E9s."@fr . . "\u0410\u043B\u0433\u043E\u0440\u0438\u0442\u043C \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430, \u0442\u0430\u043A\u043E\u0436 \u0432\u0456\u0434\u043E\u043C\u0438\u0439 \u044F\u043A \u043F\u0440\u0456\u043E\u0440\u0438\u0442\u0435\u0442\u043D\u0435 \u0437\u0430\u043F\u043E\u0432\u043D\u0435\u043D\u043D\u044F, \u0454 \u043E\u0434\u043D\u0438\u043C \u0437 \u043D\u0430\u0439\u043F\u0440\u043E\u0441\u0442\u0456\u0448\u0438\u0445 \u0440\u0456\u0448\u0435\u043D\u044C \u043F\u0440\u043E\u0431\u043B\u0435\u043C \u044F\u043A\u0456 \u0432\u0438\u043D\u0438\u043A\u0430\u044E\u0442\u044C \u0432 \u043A\u043E\u043C\u043F'\u044E\u0442\u0435\u0440\u043D\u0456\u0439 3D \u0433\u0440\u0430\u0444\u0456\u0446\u0456. \u041F\u0440\u0438 \u043F\u0440\u043E\u0435\u043A\u0442\u0443\u0432\u0430\u043D\u043D\u0456 3D-\u0441\u0446\u0435\u043D\u0438 \u043D\u0430 2D \u043F\u043B\u043E\u0449\u0438\u043D\u0443, \u043D\u0435\u043E\u0431\u0445\u0456\u0434\u043D\u043E \u0432 \u044F\u043A\u0438\u0439\u0441\u044C \u043C\u043E\u043C\u0435\u043D\u0442 \u0432\u0438\u0440\u0456\u0448\u0438\u0442\u0438, \u044F\u043A\u0456 \u0431\u0430\u0433\u0430\u0442\u043E\u043A\u0443\u0442\u043D\u0438\u043A\u0438 \u0432\u0438\u0434\u043D\u043E, \u0456 \u044F\u043A\u0456 \u043F\u0440\u0438\u0445\u043E\u0432\u0430\u043D\u0456 \u0430\u0431\u043E \u0447\u0430\u0441\u0442\u043A\u043E\u0432\u043E \u043F\u0440\u0438\u0445\u043E\u0432\u0430\u043D\u0456."@uk . "The painter\u2019s algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden Surface Removal algorithms. The painter\u2019s algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object. The painter's algorithm was initially proposed as a basic method to address the Hidden-surface determination problem by Martin Newell, Richard Newell, and Tom Sancha in 1972, while all three were working at CADCentre. The name \"painter's algorithm\" refers to the technique employed by many painters where they begin by painting distant parts of a scene before parts that are nearer, thereby covering some areas of distant parts. Similarly, the painter's algorithm sorts all the polygons in a scene by their depth and then paints them in this order, farthest to closest. It will paint over the parts that are normally not visible \u2014 thus solving the visibility problem \u2014 at the cost of having painted invisible areas of distant objects. The ordering used by the algorithm is called a 'depth order' and does not have to respect the numerical distances to the parts of the scene: the essential property of this ordering is, rather, that if one object obscures part of another, then the first object is painted after the object that it obscures. Thus, a valid ordering can be described as a topological ordering of a directed acyclic graph representing occlusions between objects."@en . "Der Maleralgorithmus (engl. painter's algorithm) ist eine einfache L\u00F6sung des Sichtbarkeitsproblems in der 3D-Computergrafik. Bei der Darstellung einer dreidimensionalen Szene auf einer zweidimensionalen muss h\u00E4ufig entschieden werden, welche Polygone sichtbar und welche verdeckt sind. Ein anderes Problem ist, dass der Maleralgorithmus ineffizient ist, weil der Computer die Intensit\u00E4ten aller Punkte eines Polygons berechnen muss, auch wenn das Polygon in der endg\u00FCltigen Szene gar nicht sichtbar ist."@de . "El algoritmo del pintor es una de las soluciones m\u00E1s simples para el en los gr\u00E1ficos 3D por computadora. Cuando se proyecta una escena de tres dimensiones en un plano de dos, es necesario determinar qu\u00E9 pol\u00EDgonos son visibles y cu\u00E1les no. El nombre \"algoritmo del pintor\" se refiere a un pintor que primero dibuja los elementos lejanos de una escena y despu\u00E9s los cubre con los m\u00E1s cercanos. El algoritmo del pintor ordena todos los pol\u00EDgonos de una escena en funci\u00F3n de su profundidad y despu\u00E9s los pinta en ese orden, pintando encima de las partes que no son visibles y solucionando as\u00ED el problema de la visibilidad. El algoritmo puede fallar en determinados casos. En este ejemplo, los pol\u00EDgonos A, B y C est\u00E1n superpuestos. No es posible determinar qu\u00E9 pol\u00EDgono est\u00E1 por encima de los otros o cu\u00E1ndo dos se intersecan en tres dimensiones. En este caso, los pol\u00EDgonos en cuesti\u00F3n deben ser cortados de alguna manera para permitir su ordenaci\u00F3n. El algoritmo de Newell propuesto en 1972 da una soluci\u00F3n para cortar dichos pol\u00EDgonos. Tambi\u00E9n se han propuesto numerosos m\u00E9todos en el campo de la geometr\u00EDa computacional. En las implementaciones m\u00E1s b\u00E1sicas, el algoritmo del pintor puede ser poco eficiente, ya que fuerza al sistema a renderizar cada punto de todos los pol\u00EDgonos visibles, incluso si estos pol\u00EDgonos est\u00E1n ocultos en la escena final. Esto implica que, en las escenas detalladas, el algoritmo del pintor puede consumir demasiados recursos. Estas y otras causas llevaron al desarrollo de las t\u00E9cnicas que emplean el Z-Buffer, que pueden ser vistas como un desarrollo del algoritmo del pintor que resuelve los conflictos de profundidad p\u00EDxel por pixel, reduciendo la necesidad de una ordenaci\u00F3n por profundidad. Incluso en estos sistemas, a veces se emplea una variante del algoritmo del pintor. Como las implementaciones del Z-Buffer generalmente se basan en un buffer limitado de profundidad implementado por hardware pueden producirse problemas de visibilidad debido a los errores de redondeo, provocando la superposici\u00F3n en la uni\u00F3n de dos pol\u00EDgonos. Para evitarlo, algunos motores gr\u00E1ficos implementan el \"sobrerenderizado\", dibujando los bordes de ambos pol\u00EDgonos en el orden impuesto por el algoritmo del pintor. Esto significa que algunos pixeles se dibujan dos veces (como en el algoritmo del pintor normal), pero solo ocurre en peque\u00F1as zonas de la imagen y apenas afecta al rendimiento. \n* Datos: Q936719 \n* Multimedia: Painter's problem / Q936719"@es . . "L'algoritmo del pittore, conosciuto anche come riempimento prioritario, \u00E8 una delle soluzioni pi\u00F9 semplici al nella computer grafica. Quando si rappresenta una scena tridimensionale su un piano bidimensionale \u00E8 necessario decidere quali poligoni sono visibili e quali saranno nascosti. Le montagne distanti sono disegnate per prime, poi i prati e alla fine gli alberi.Poligoni che si sovrappongono possono causare il fallimento dell'algoritmo"@it . . . . "The painter\u2019s algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden Surface Removal algorithms. The painter\u2019s algorithm creates images by sorting the polygons within the image by their depth and placing each polygon in order from the farthest to the closest object."@en . "Algorytm malarza (ang. painter's algorithm) \u2013 algorytm stosowany w grafice komputerowej, s\u0142u\u017C\u0105cy do wyznaczania powierzchni widocznych. Polega na rysowaniu obiekt\u00F3w w kolejno\u015Bci od najdalszego do najbli\u017Cszego, podobnie jak malarz przedstawia bli\u017Csze obiekty maluj\u0105c je na namalowanych wcze\u015Bniej, bardziej odleg\u0142ych. Fragmenty s\u0105 nast\u0119pnie rysowane w tej\u017Ce kolejno\u015Bci. Zak\u0142ada si\u0119 przy tym, \u017Ce rysunek powstaje analogicznie do malowania obrazu olejnego, st\u0105d nazwa algorytmu. Oznacza to, \u017Ce fragment p\u00F3\u017Aniej namalowany zas\u0142ania (zamalowuje) wszystko, co by\u0142o dotychczas namalowane w tym miejscu. T\u0119 cech\u0119 ma ka\u017Cde urz\u0105dzenie wy\u015Bwietlaj\u0105ce, ale stosowanie algorytmu malarza bezpo\u015Brednio na drukarce jest niemo\u017Cliwe. Jest jednym z najprostszych algorytm\u00F3w HSR i nie usuwa powierzchni niewidocznych, dlatego przy z\u0142o\u017Conych scenach powinien by\u0107 stosowany razem z innymi metodami, np. backface culling, BSP tree. Algorytm nazywany jest r\u00F3wnie\u017C algorytmem sortowania ze wzgl\u0119du na g\u0142\u0119boko\u015B\u0107, poniewa\u017C przed rozpocz\u0119ciem rysowania obiekt\u00F3w nast\u0119puje ich sortowanie ze wzgl\u0119du na g\u0142\u0119boko\u015B\u0107 (na og\u00F3\u0142 wsp\u00F3\u0142rz\u0119dn\u0105 Z) i, w og\u00F3lnym przypadku, przed narysowaniem sceny 3D rozstrzyga si\u0119 wszystkie niejednoznaczno\u015Bci zwi\u0105zane z sortowaniem \u2013 czy wielok\u0105ty nie przenikaj\u0105 przez siebie, co wymusza\u0142oby konieczno\u015B\u0107 skorzystania z innego algorytmu, np. bufora Z. W zastosowaniach grafiki 2,5D (kartografia, projektowanie uk\u0142ad\u00F3w scalonych, zarz\u0105dzanie oknami w systemach graficznych) takie problemy nie wyst\u0119puj\u0105."@pl . "47028"^^ . . "In computergraphics is het schildersalgoritme een van de simpelste manieren om te bepalen welke delen van een object zichtbaar zijn, als meerdere objecten elkaar overlappen. Bij dit algoritme wordt elk object in principe volledig getekend, maar de objecten moeten wel van achter naar voor getekend worden. Hierdoor worden de verderweg liggende objecten later overtekend door de dichterbij liggende objecten die het object overlappen."@nl . "Mal\u00ED\u0159\u016Fv algoritmus je algoritmus z oboru renderov\u00E1n\u00ED, podoboru po\u010D\u00EDta\u010Dov\u00E9 grafiky. Jedn\u00E1 se o jeden z algoritm\u016F pro objekt\u016F, tedy pomocn\u00FD algoritmus pro vykreslov\u00E1n\u00ED sc\u00E9ny, kter\u00FD ur\u010D\u00ED, kter\u00E9 mnoho\u00FAheln\u00EDky jsou skryt\u00E9 a kter\u00E9 viditeln\u00E9, p\u0159\u00EDpadn\u011B i jak se p\u0159ekr\u00FDvaj\u00ED. Jeho podstatou je se\u0159azen\u00ED objekt\u016F na sc\u00E9n\u011B odzadu dop\u0159edu a pak jejich postupn\u00E9 vykreslen\u00ED, tak\u017Ee objekty vep\u0159edu p\u0159ekresl\u00ED zcela nebo \u010D\u00E1ste\u010Dn\u011B objekty vzadu. P\u0159\u00EDpady cyklick\u00E9ho p\u0159ekr\u00FDv\u00E1n\u00ED je pot\u0159eba p\u0159ed\u0159e\u0161it rozd\u011Blen\u00EDm objekt\u016FV p\u0159\u00EDpad\u011B nekonvexn\u00EDch mnoho\u00FAheln\u00EDk\u016F m\u016F\u017Ee vzniknout cyklus na dvou objektech i bez jejich pr\u016Fniku"@cs . . . "\u753B\u5BB6\u306E\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0"@ja . . . . "\uD654\uAC00 \uC54C\uACE0\uB9AC\uC998"@ko . "Algoritmo del pintor"@es . . . . . "Mal\u00ED\u0159\u016Fv algoritmus je algoritmus z oboru renderov\u00E1n\u00ED, podoboru po\u010D\u00EDta\u010Dov\u00E9 grafiky. Jedn\u00E1 se o jeden z algoritm\u016F pro objekt\u016F, tedy pomocn\u00FD algoritmus pro vykreslov\u00E1n\u00ED sc\u00E9ny, kter\u00FD ur\u010D\u00ED, kter\u00E9 mnoho\u00FAheln\u00EDky jsou skryt\u00E9 a kter\u00E9 viditeln\u00E9, p\u0159\u00EDpadn\u011B i jak se p\u0159ekr\u00FDvaj\u00ED. Jeho podstatou je se\u0159azen\u00ED objekt\u016F na sc\u00E9n\u011B odzadu dop\u0159edu a pak jejich postupn\u00E9 vykreslen\u00ED, tak\u017Ee objekty vep\u0159edu p\u0159ekresl\u00ED zcela nebo \u010D\u00E1ste\u010Dn\u011B objekty vzadu. P\u0159\u00EDpady cyklick\u00E9ho p\u0159ekr\u00FDv\u00E1n\u00ED je pot\u0159eba p\u0159ed\u0159e\u0161it rozd\u011Blen\u00EDm objekt\u016FV p\u0159\u00EDpad\u011B nekonvexn\u00EDch mnoho\u00FAheln\u00EDk\u016F m\u016F\u017Ee vzniknout cyklus na dvou objektech i bez jejich pr\u016Fniku Jako zvl\u00E1\u0161tn\u00ED p\u0159\u00EDpady je zapot\u0159eb\u00ED \u0159e\u0161it situace, kdy objekty netvo\u0159\u00ED vzhledem k vzd\u00E1lenosti uspo\u0159\u00E1danou mno\u017Einu, nap\u0159\u00EDklad pokud se prot\u00EDnaj\u00ED. V takov\u00E9m p\u0159\u00EDpad\u011B lze objekty rozd\u011Blit na podobjekty, ale efektivita mal\u00ED\u0159ova algoritmu p\u0159i nutnosti podobn\u00FDch pomocn\u00FDch operac\u00ED kles\u00E1."@cs . . "\u0410\u043B\u0433\u043E\u0440\u0438\u0442\u043C \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430, \u0442\u0430\u043A\u043E\u0436 \u0432\u0456\u0434\u043E\u043C\u0438\u0439 \u044F\u043A \u043F\u0440\u0456\u043E\u0440\u0438\u0442\u0435\u0442\u043D\u0435 \u0437\u0430\u043F\u043E\u0432\u043D\u0435\u043D\u043D\u044F, \u0454 \u043E\u0434\u043D\u0438\u043C \u0437 \u043D\u0430\u0439\u043F\u0440\u043E\u0441\u0442\u0456\u0448\u0438\u0445 \u0440\u0456\u0448\u0435\u043D\u044C \u043F\u0440\u043E\u0431\u043B\u0435\u043C \u044F\u043A\u0456 \u0432\u0438\u043D\u0438\u043A\u0430\u044E\u0442\u044C \u0432 \u043A\u043E\u043C\u043F'\u044E\u0442\u0435\u0440\u043D\u0456\u0439 3D \u0433\u0440\u0430\u0444\u0456\u0446\u0456. \u041F\u0440\u0438 \u043F\u0440\u043E\u0435\u043A\u0442\u0443\u0432\u0430\u043D\u043D\u0456 3D-\u0441\u0446\u0435\u043D\u0438 \u043D\u0430 2D \u043F\u043B\u043E\u0449\u0438\u043D\u0443, \u043D\u0435\u043E\u0431\u0445\u0456\u0434\u043D\u043E \u0432 \u044F\u043A\u0438\u0439\u0441\u044C \u043C\u043E\u043C\u0435\u043D\u0442 \u0432\u0438\u0440\u0456\u0448\u0438\u0442\u0438, \u044F\u043A\u0456 \u0431\u0430\u0433\u0430\u0442\u043E\u043A\u0443\u0442\u043D\u0438\u043A\u0438 \u0432\u0438\u0434\u043D\u043E, \u0456 \u044F\u043A\u0456 \u043F\u0440\u0438\u0445\u043E\u0432\u0430\u043D\u0456 \u0430\u0431\u043E \u0447\u0430\u0441\u0442\u043A\u043E\u0432\u043E \u043F\u0440\u0438\u0445\u043E\u0432\u0430\u043D\u0456."@uk . . 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"In computergraphics is het schildersalgoritme een van de simpelste manieren om te bepalen welke delen van een object zichtbaar zijn, als meerdere objecten elkaar overlappen. Bij dit algoritme wordt elk object in principe volledig getekend, maar de objecten moeten wel van achter naar voor getekend worden. Hierdoor worden de verderweg liggende objecten later overtekend door de dichterbij liggende objecten die het object overlappen. Bij eenvoudig gelaagde beelden, zoals het scherm van Microsoft Windows, is het niet moeilijk om objecten te sorteren. Het is meestal niet meer dan een gesorteerde lijst, waar af en toe een object aan toegevoegd of uit weggehaald wordt. Bij geprojecteerde 3D-beelden kan het complexer worden. Ten eerste verandert de volgorde van de 3D-objecten in bijna elk frame, waardoor de lijst ook voor elk frame opnieuw moet worden gesorteerd. Verder zijn er ook situaties die helemaal niet te sorteren vallen, tenminste zolang je per polygoon blijft sorteren. Om perfect te sorteren zul je eigenlijk polygonen moeten gaan splitsen, maar dat is vaak veel te intensief om realtime te gaan doen. Dit valt op te lossen met een . Deze splitst polygonen die problematisch zouden kunnen zijn tijdens het preprocessen van een 3D-sc\u00E8ne. Tijdens het renderen van de sc\u00E8ne kan dan door middel van de bsp-tree alles juist gesorteerd worden. Een nadeel is dat het alleen voor statische (niet-bewegende) objecten gebruikt kan worden. Omdat het schildersalgoritme voor 3D-sc\u00E8nes zoveel problemen met zich meebrengt, wordt er vaak van afgezien en gebruikt men een dieptebuffer, die het sorteren overbodig maakt."@nl . 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. "\u0410\u043B\u0433\u043E\u0440\u0438\u0442\u043C \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430"@ru . "\u0410\u043B\u0433\u043E\u0440\u0438\u0442\u043C \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430"@uk . . . . . . "Mal\u00ED\u0159\u016Fv algoritmus"@cs . "Algoritmo del pittore"@it . . . . "Algorytm malarza"@pl . "Der Maleralgorithmus (engl. painter's algorithm) ist eine einfache L\u00F6sung des Sichtbarkeitsproblems in der 3D-Computergrafik. Bei der Darstellung einer dreidimensionalen Szene auf einer zweidimensionalen muss h\u00E4ufig entschieden werden, welche Polygone sichtbar und welche verdeckt sind. Der Name Maleralgorithmus ist eine Anspielung auf einen Maler, der die entfernten Objekte einer Szene zuerst zeichnet und sie dann mit den n\u00E4her gelegenen \u00FCbermalt. Entsprechend kann der Algorithmus in der Implementierung einer computergrafischen Anwendung eingesetzt werden: Zuerst werden alle Polygone ihrer Tiefe nach sortiert (Tiefensortierung, engl. depth sort) und dann werden sie der Reihenfolge nach gezeichnet. Durch das \u00DCberzeichnen der Bildanteile, die normalerweise nicht sichtbar sind, wird das Sichtbarkeitsproblem gel\u00F6st. Diese Verfahrensweise f\u00FChrt zu etlichen Problemen. Was passiert, wenn Polygon A teilweise Polygon B, B teilweise C und C wiederum teilweise A \u00FCberschneidet? Es kann nicht mehr entschieden werden, welches Polygon vor welchem liegt. Ein \u00E4hnlicher Fall liegt vor, wenn sich zwei Polygone gegenseitig im dreidimensionalen Raum \u00FCberschneiden. In solchen F\u00E4llen muss mindestens eines der betroffenen Polygone unterteilt werden, damit die Sortierung m\u00F6glich ist und der Maleralgorithmus ein korrektes Ergebnis liefert. Ein anderes Problem ist, dass der Maleralgorithmus ineffizient ist, weil der Computer die Intensit\u00E4ten aller Punkte eines Polygons berechnen muss, auch wenn das Polygon in der endg\u00FCltigen Szene gar nicht sichtbar ist. Diese und andere Probleme mit dem Maleralgorithmus f\u00FChrten zur Entwicklung des Z-Buffers, der als logische Weiterentwicklung des Maleralgorithmus betrachtet werden kann. Durch die Verwendung eines Z-Buffers m\u00FCssen die Objekte nicht mehr in der Reihenfolge ihrer Tiefe gerendert werden."@de . "Algoritmo do pintor"@pt . 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. . "O algoritmo do pintor \u00E9 uma das solu\u00E7\u00F5es mais simples para o em gr\u00E1ficos de computador a 3D. Quando se pretende projectar uma cena a 3D num plano a 2D, \u00E9 a dado ponto necess\u00E1rio decidir que pol\u00EDgonos est\u00E3o vis\u00EDveis e quais os que est\u00E3o escondidos."@pt . . . . . . . . "L'algoritmo del pittore, conosciuto anche come riempimento prioritario, \u00E8 una delle soluzioni pi\u00F9 semplici al nella computer grafica. Quando si rappresenta una scena tridimensionale su un piano bidimensionale \u00E8 necessario decidere quali poligoni sono visibili e quali saranno nascosti. Il nome dell'algoritmo si riferisce al semplice metodo usato dai pittori che disegnano prima le parti distanti delle scena e poi le ricoprono con le parti pi\u00F9 vicine. L'algoritmo del pittore ordina tutti i poligoni nella scena per la loro profondit\u00E0 e successivamente li disegna in ordine. In questo modo le parti nascoste saranno ridipinte con le parti visibili, a scapito del costo di dover ridisegnare delle aree della scena. Le montagne distanti sono disegnate per prime, poi i prati e alla fine gli alberi.Poligoni che si sovrappongono possono causare il fallimento dell'algoritmo L'algoritmo pu\u00F2 fallire in alcuni casi. In questo esempio, i poligoni A,B e C si sovrappongono. Non \u00E8 possibile decidere quale poligono \u00E8 sopra gli altri. In questo caso i poligoni devono essere tagliati in qualche modo per consentire l'ordinamento. L' proposto nel 1972 fornisce un metodo per il ritaglio di questi poligoni. Numerosi altri metodi sono stati proposti nel campo della geometria computazionale. Nella sua implementazione di base, l'algoritmo del pittore pu\u00F2 essere inefficiente. Esso forza il sistema a renderizzare ogni punto di tutti i poligoni nell'insieme visibile, anche se qualche poligono risulter\u00E0 nascosto nella scena finale. L'algoritmo del pittore invertito \u00E8 a volte usato disegnando prima gli oggetti vicini al pittore - con la regola che le parti gi\u00E0 disegnate non saranno ridisegnate. Questo pu\u00F2 essere molto efficiente poich\u00E9 non \u00E8 necessario calcolare i colori per le parti che sono distanti e sono nascoste dagli oggetti vicini. Tuttavia, l'algoritmo inverso soffre degli stessi problemi della versione normale. Questo e altri difetti dell'algoritmo portarono allo sviluppo della tecnica dello Z-buffer, che pu\u00F2 essere visto come uno sviluppo dell'algoritmo del pittore che risolve i conflitti di profondit\u00E0, rimuovendo la necessit\u00E0 di un ordinamento di rendering basato sulla profondit\u00E0."@it . "\u753B\u5BB6\u306E\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0\uFF08\u304C\u304B\u306E\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0\uFF09\u307E\u305F\u306F\u30DA\u30A4\u30F3\u30BF\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0\uFF08\u82F1: painter's algorithm\uFF09\u306F\u30013\u6B21\u5143\u30B3\u30F3\u30D4\u30E5\u30FC\u30BF\u30B0\u30E9\u30D5\u30A3\u30C3\u30AF\u30B9\u306B\u304A\u3051\u308B\u306E\u6700\u3082\u5358\u7D14\u306A\u624B\u6CD5\u3067\u3042\u308B\u3002Z\u30BD\u30FC\u30C8\u6CD5\uFF08\u82F1: Z-sorting\uFF09\u3001\u5857\u308A\u91CD\u306D\u6CD5\u3001priority fill \u3068\u3082\u30023\u6B21\u5143\u306E\u30B7\u30FC\u30F3\u30922\u6B21\u5143\u5E73\u9762\u306B\u6295\u5F71\u3059\u308B\u3068\u304D\u3001\u3069\u306E\u30DD\u30EA\u30B4\u30F3\u304C\u898B\u3048\u3001\u3069\u306E\u9762\u304C\u898B\u3048\u306A\u3044\u306E\u304B\u3092\u6C7A\u5B9A\u3059\u308B\u5FC5\u8981\u304C\u3042\u308B\u3002 \u300C\u753B\u5BB6\u306E\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0\u300D\u3068\u3044\u3046\u540D\u79F0\u306F\u3001\u753B\u5BB6\u304C\u7D75\u3092\u63CF\u304F\u3068\u304D\u9060\u666F\u304B\u3089\u9806\u306B\u63CF\u3044\u3066\u3044\u304D\u3001\u8FD1\u3044\u3082\u306E\u3092\u63CF\u304F\u969B\u306B\u4EE5\u524D\u306B\u63CF\u3044\u305F\u9060\u666F\u306E\u4E00\u90E8\u3092\u5857\u308A\u3064\u3076\u3059\u3053\u3068\u306B\u7531\u6765\u3059\u308B\u3002\u753B\u5BB6\u306E\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0\u3067\u306F\u5168\u30DD\u30EA\u30B4\u30F3\u3092\u8996\u70B9\u304B\u3089\u306E\u8DDD\u96E2\u3067\u30BD\u30FC\u30C8\u3057\u3001\u9060\u3044\u65B9\u304B\u3089\u9806\u306B\u63CF\u3044\u3066\u3044\u304F\u3002\u8996\u70B9\u304B\u3089\u898B\u3048\u306A\u3044\u90E8\u5206\u306F\u8FD1\u666F\u306B\u3088\u3063\u3066\u5857\u308A\u3064\u3076\u3055\u308C\u308B\u306E\u3067\u96A0\u9762\u51E6\u7406\u304C\u306A\u3055\u308C\u308B\u304C\u3001\u898B\u3048\u306A\u3044\u9060\u666F\u306E\u90E8\u5206\u307E\u3067\u63CF\u304F\u3068\u3044\u3046\u30B3\u30B9\u30C8\u304C\u304B\u304B\u308B\u3002 \u3053\u306E\u30A2\u30EB\u30B4\u30EA\u30BA\u30E0\u306F\u3001\u5931\u6557\u3059\u308B\u5834\u5408\u3082\u3042\u308B\u3002\u4F8B\u3048\u3070\u3001\u30DD\u30EA\u30B4\u30F3\u540C\u58EB\u304C\u5FAA\u74B0\u7684\u306B\u91CD\u306A\u3063\u3066\u3044\u308B\u5834\u5408\u3084\u3001\u30DD\u30EA\u30B4\u30F3\u306B\u7A74\u304C\u3042\u308B\u5834\u5408\u3067\u3042\u308B\u3002\u53F3\u56F3\u306E\u3088\u3046\u306B\u5FAA\u74B0\u7684\u306B\u91CD\u306A\u3063\u3066\u3044\u308B\u5834\u5408\u3001\u3053\u308C\u3089\u306E\u30DD\u30EA\u30B4\u30F3\u306E\u4E0A\u4E0B\uFF08\u9060\u8FD1\uFF09\u95A2\u4FC2\u3092\u6C7A\u5B9A\u3059\u308B\u3053\u3068\u304C\u3067\u304D\u306A\u3044\u3002\u3053\u306E\u5834\u5408\u3001\u554F\u984C\u306E\u30DD\u30EA\u30B4\u30F3\u3092\u5206\u5272\u3057\u3066\u30BD\u30FC\u30C8\u53EF\u80FD\u306B\u3059\u308B\u5FC5\u8981\u304C\u3042\u308B\u30021972\u5E74\u3001\u305D\u306E\u3088\u3046\u306A\u30DD\u30EA\u30B4\u30F3\u306E\u5206\u5272\u65B9\u6CD5\u3068\u3057\u3066\u304C\u767B\u5834\u3057\u305F\u3002\u4ED6\u306B\u3082\u8A08\u7B97\u5E7E\u4F55\u5B66\u306E\u5206\u91CE\u3067\u69D8\u3005\u306A\u624B\u6CD5\u304C\u63D0\u6848\u3055\u308C\u3066\u3044\u308B\u3002"@ja . "\u0410\u043B\u0433\u043E\u0440\u0438\u0442\u043C \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430 \u2014 \u043F\u0440\u043E\u0441\u0442\u0435\u0439\u0448\u0438\u0439 \u043F\u0440\u043E\u0433\u0440\u0430\u043C\u043C\u043D\u044B\u0439 \u0432\u0430\u0440\u0438\u0430\u043D\u0442 \u0440\u0435\u0448\u0435\u043D\u0438\u044F \u00AB\u043F\u0440\u043E\u0431\u043B\u0435\u043C\u044B \u0432\u0438\u0434\u0438\u043C\u043E\u0441\u0442\u0438\u00BB \u0432 \u0442\u0440\u0435\u0445\u043C\u0435\u0440\u043D\u043E\u0439 \u043A\u043E\u043C\u043F\u044C\u044E\u0442\u0435\u0440\u043D\u043E\u0439 \u0433\u0440\u0430\u0444\u0438\u043A\u0435. \u041D\u0430\u0437\u0432\u0430\u043D\u0438\u0435 \u00AB\u0430\u043B\u0433\u043E\u0440\u0438\u0442\u043C \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430\u00BB \u043E\u0442\u043D\u043E\u0441\u0438\u0442\u0441\u044F \u043A \u0442\u0435\u0445\u043D\u0438\u043A\u0435, \u0438\u0441\u043F\u043E\u043B\u044C\u0437\u0443\u0435\u043C\u043E\u0439 \u043C\u043D\u043E\u0433\u0438\u043C\u0438 \u0436\u0438\u0432\u043E\u043F\u0438\u0441\u0446\u0430\u043C\u0438: \u0441\u043D\u0430\u0447\u0430\u043B\u0430 \u0440\u0438\u0441\u0443\u044E\u0442\u0441\u044F \u043D\u0430\u0438\u0431\u043E\u043B\u0435\u0435 \u0443\u0434\u0430\u043B\u0451\u043D\u043D\u044B\u0435 \u0447\u0430\u0441\u0442\u0438 \u0441\u0446\u0435\u043D\u044B, \u043F\u043E\u0442\u043E\u043C \u0447\u0430\u0441\u0442\u0438 \u043A\u043E\u0442\u043E\u0440\u044B\u0435 \u0431\u043B\u0438\u0436\u0435. \u041F\u043E\u0441\u0442\u0435\u043F\u0435\u043D\u043D\u043E \u0431\u043B\u0438\u0436\u043D\u0438\u0435 \u0447\u0430\u0441\u0442\u0438 \u043D\u0430\u0447\u0438\u043D\u0430\u044E\u0442 \u043F\u0435\u0440\u0435\u043A\u0440\u044B\u0432\u0430\u0442\u044C \u043E\u0442\u0434\u0430\u043B\u0451\u043D\u043D\u044B\u0435 \u0447\u0430\u0441\u0442\u0438 \u0431\u043E\u043B\u0435\u0435 \u0443\u0434\u0430\u043B\u0451\u043D\u043D\u044B\u0445 \u043E\u0431\u044A\u0435\u043A\u0442\u043E\u0432. \u0417\u0430\u0434\u0430\u0447\u0430 \u043F\u0440\u043E\u0433\u0440\u0430\u043C\u043C\u0438\u0441\u0442\u0430 \u043F\u0440\u0438 \u0440\u0435\u0430\u043B\u0438\u0437\u0430\u0446\u0438\u0438 \u0430\u043B\u0433\u043E\u0440\u0438\u0442\u043C\u0430 \u0445\u0443\u0434\u043E\u0436\u043D\u0438\u043A\u0430 \u2014 \u043E\u0442\u0441\u043E\u0440\u0442\u0438\u0440\u043E\u0432\u0430\u0442\u044C \u0432\u0441\u0435 \u043F\u043E\u043B\u0438\u0433\u043E\u043D\u044B \u043F\u043E \u0443\u0434\u0430\u043B\u0451\u043D\u043D\u043E\u0441\u0442\u0438 \u043E\u0442 \u043D\u0430\u0431\u043B\u044E\u0434\u0430\u0442\u0435\u043B\u044F \u0438 \u043D\u0430\u0447\u0430\u0442\u044C \u0432\u044B\u0432\u043E\u0434\u0438\u0442\u044C, \u043D\u0430\u0447\u0438\u043D\u0430\u044F \u0441 \u0431\u043E\u043B\u0435\u0435 \u0434\u0430\u043B\u044C\u043D\u0438\u0445."@ru . . . .