Posted September 19, 2019 by SSKelpie
To keep it simple while projecting an object on a 3D plane. Triangles are almost guaranteed to give you a defined shape on any plane compared to other shapes, and it’s easier on the frame rate.
Painter’s Algorithm is a bit more straightforward, in that it’s required to sort the distances of objects first before filling it with values, and leaves little room for error at the cost of time. Z-Buffer works much more quickly, overwriting each boxed value with the lowest number without organizing the object, which gives the same result in less time.
I guess the surface normal of the floor would be 1? Or once in a 0,0,0 coordinate situation because of vector 3. The floor is a plane, so it would make sense only one side having that effect. The face is so much harder because of organic curvature, so the number would be much higher I'd guessed.
I thought the usage of the Painter's Algorithm in a 3D setting was pretty neat, and I had never really thought about it before. I guess in painting it does rather apply. Z-Buffer is also a cool technique that I had never heard of, but makes sense given the capacity that computers have to run and process everything.