Before modern graphics hardware, drawing a 3D scene on a flat screen was a genuine puzzle: how do you make a nearer object hide the one behind it?
The answer invented in 1972 by Newell, Newell and Sancha borrows from the art studio: a painter laying down oil paint works back to front. The background goes on first; foreground strokes cover whatever lies beneath. The final layer wins by simply sitting on top.
Translated to polygons, the rule is: sort all surfaces by depth, then draw the farthest first. Each polygon painted afterwards automatically covers whatever is farther away, so no special bookkeeping is needed. For decades this was fast, elegant, and — in most scenes — entirely correct.
The crack appears when three polygons overlap in a cycle: partly covers , partly covers , and partly covers . No single ordering of three elements can satisfy all three covering relationships at once. The painter's algorithm has no answer for this; it needs help.
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