Chapter 6: Vertices to Fragments Part 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 1 Mohan Sridharan Based on Slides.

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Presentation transcript:

Chapter 6: Vertices to Fragments Part 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Mohan Sridharan Based on Slides by Edward Angel and Dave Shreiner

Objectives Introduce clipping algorithms for polygons. Discuss hidden-surface removal algorithms. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Polygon Clipping Not as simple as line segment clipping: – Clipping a line segment yields at most one line segment. – Clipping a polygon can yield multiple polygons. However, clipping a convex polygon can yield at most one other polygon. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Tessellation and Convexity One strategy is to replace non-convex (concave) polygons with a set of triangular polygons (a tessellation). Makes fill easier. Tessellation code in GLU library. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Clipping as a Black Box Can consider line segment clipping as a process that takes in two vertices and produces either no vertices or the vertices of a clipped line segment. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Pipeline Clipping of Line Segments Clipping against any side of viewing window is independent of all other sides: – Can use four independent clippers in a pipeline. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Pipeline Clipping of Polygons Three dimensions: add front and back clippers. Strategy used in SGI Geometry Engine. Small increase in latency. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Bounding Boxes Rather than doing clipping on a complex polygon, we can use an axis-aligned bounding box or extent: – Smallest rectangle aligned with axes that encloses the polygon. – Simple to compute: max and min of x and y. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Bounding boxes Can usually determine accept/reject decisions based only on bounding box. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley reject accept requires detailed clipping

Clipping and Visibility Clipping has much in common with hidden-surface removal. In both cases, we are trying to remove objects that are not visible to the camera. Often we can use visibility or occlusion testing early in the process to eliminate as many polygons as possible before going through the entire pipeline. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Hidden Surface Removal Object-space approach: pair-wise testing of objects to remove hidden surfaces. – High computational complexity. – Suitable for scenes with relatively few polygons. Image-space approach: follows the viewing and ray-casting approach. – Even worst case complexity much better than object-space approach. – Suitable for complex scenes. – Accuracy limited by resolution of frame buffer. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Hidden Surface Removal Object-space approach: use pair-wise testing between polygons (objects). Worst case complexity O(n 2 ) for n polygons. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley partially obscuring can draw independently

Painter’s Algorithm Render polygons from back to front so that polygons behind others are simply painted over. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley B behind A as seen by viewer Fill B then A

Depth Sort Requires ordering of polygons first: – O(n log n) calculation for ordering. – Not every polygon is either in front or behind all other polygons. Order polygons and deal with easy cases first, harder later. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Polygons sorted by distance from COP

Easy Cases A lies behind all other polygons: – Can render. Polygons overlap in z but not in either x or y: – Can render independently. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Hard Cases E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Overlap in all directions but one object is fully on one side of the other cyclic overlap penetration

Back-Face Removal (Culling)  E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Face is visible iff 90    -90 equivalently cos   0 or v n  0 Plane of face has form ax + by +cz +d =0 but after normalization n = ( ) T Need only test the sign of c. In OpenGL we can simply enable culling but may not work correctly if we have non-convex objects.

Image Space Approach Look at each projector ( nm for an n x m frame buffer) and find closest of k polygons. Complexity: O (nmk). Ray tracing. z -buffer. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

z-Buffer Algorithm Use a buffer called the depth or z-buffer to store the depth of the closest object at each pixel found so far. As we render each polygon, compare depth of each pixel to z-buffer depth. If less, place shade of pixel in color buffer and update z-buffer. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Scan-Line Algorithm Can combine shading and hidden surface removal through scan line algorithm. Generate pixels as they are displayed. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley scan line i: no need for depth information, can only be in no or one polygon. scan line j: need depth information only when in more than one polygon.

Efficiency If we work scan line by scan line as we move across a scan line, the depth changes satisfy a  x+b  y+c  z=0. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Along scan line  y = 0  z = -  x In screen space  x = 1

Implementation Need a data structure to store: – Flag for each polygon (inside/outside). – Incremental structure for scan lines that stores which edges are encountered. – Parameters for planes. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Visibility Testing In many real-time applications, such as games, we want to eliminate as many objects as possible within the application: – Reduce burden on pipeline. – Reduce traffic on bus. Partition space with Binary Spatial Partition (BSP) Tree. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

Simple Example E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley Consider 6 parallel polygons top view The plane of A separates B and C from D, E and F

BSP Tree Can continue recursively: – Plane of C separates B from A. – Plane of D separates E and F. Can put this information in a BSP tree: – Use for visibility and occlusion testing. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley

What Next? Line drawing algorithms. Aliasing and anti-aliasing. Assignment-3. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley