ABSTRACT

Geometric primitives are rudimentary for creating the sophisticated objects seen in computer graphics. They provide uniformity and standardization in addition to enabling hardware support.

Initially, definition of geometric primitives was driven by the capabilities of the hardware. Only simple primitives were available, e.g., points, line segments, triangles. In addition to the hardware constraints, other driving forces in the development of a geometric primitive have been either its general applicability to a broad range of needs or its satisfying ad hoc, but useful applications. The triangular facet is an example of a primitive that is simple to generate, easy to support in hardware, and widely used to model many graphics objects. An example of a specific primitive can be drawn from flight simulation in the case of light strings, which are instances of variable-intensity, directional points of light used to model airport and city lights at night. It is not a common primitive, but it is supported by a critical and profitable application.