Rendering grid of cubes. Ray casting?



Hi


I m interested in rendering a grid in the x,y plane. Each cell, if with
value > 0, represents a cube of the respective height.

The view point would always be the bird's eye view of the grid. Similar
to staring directly down to one's keyboard, except keys are always
aligned in a grid, and have various height.

And the viewer movement is limited to translation, no rotation.

The cost of rendering after transformation & hidden surface removal, is
roughly (num*sides*cost) calls of drawLine per frame.

num is the number of visible cubes
sides is the # of visible sides of one cube in screen space, at most 3
cost is the number of drawLines called to scan convert each side.
Varies

Any special tricks? Ray casting doesn't seem to help this scenario,
though the set up is similar.

Thx

Jeremy Huang

.



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