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©Larry F. Hodges (modified by Amos Johnson) 1 3D Clipping & Viewing process
©Larry F. Hodges (modified by Amos Johnson) 2 Y axis +1 -Z Back Clipping Plane z=-1 Front Clipping Plane y=z y=-z 3-D Extension of 2-D Cohen-Sutherland Algorithm, Outcode of six bits. A bit is true (1) when the appropriate condition is satisfied Bit 1 - Point is above view volumey > -z Bit 2 - Point is below view volumey < z Bit 3 - Point is right of view volumex > -z Bit 4 - Point is left of view volumex < z Bit 5 - Point is behind view volumez < -1 Bit 6 - Point is in front of view volumez > zmin 3D Cohen-Sutherland Algorithm
©Larry F. Hodges (modified by Amos Johnson) 3 A line is trivially accepted if both endpoints have a code of all zeros. A line is trivially rejected if the bit-by-bit logical AND of the codes is not all zeros. Otherwise Calculate intersections. On the y = z plane from parametric equation of the line: y 0 + t( y 1 - y 0 ) = z 0 + t( z 1 - z 0 ) Solve for t and calculate x and y. Already know z = y 3D Cohen-Sutherland Algorithm
©Larry F. Hodges (modified by Amos Johnson) 4 If t not between [0, 1], then the intersection in not between P0 and P1 –t = (z0-y0)/[(y1 – y0)-(z1-z0)] If t between [0, 1], then use t to find x and y –x = x0 + [(x1 – x0)(z0-y0)]/[(y1-y0)-(z1-z0)] –y = y0 + [(y1 – y0)(z0-y0)]/[(y1-y0)-(z1-z0)] 3D Cohen-Sutherland Algorithm
©Larry F. Hodges (modified by Amos Johnson) 5 3D viewing process Specify a 3D view volume –Nper = [Sper ][SHper ][T(-PRP) ][R ][T(-VRP)] Clip against view volume Project onto a 2D viewing plane –Mper : d = -PRPn Apply 2D viewing transformations to map window contents into 2D-image viewport –V = [T -1 ][S][T]
©Larry F. Hodges (modified by Amos Johnson) 6 3D viewing Transformation 3D to 2D 2D to Image P’’(x,y,1) = [V][P(x’/w,y’/w,1)] 3D to 2D P’(x’,y’,z’,w) = [Mper][Nper][P(x,y,z,1)]
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