1 Dr. Scott Schaefer Hidden Surfaces. 2/62 Hidden Surfaces.

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Presentation transcript:

1 Dr. Scott Schaefer Hidden Surfaces

2/62 Hidden Surfaces

3/62 Hidden Surfaces

4/62 Hidden Surfaces

5/62 Backface Culling

6/62 Backface Culling view direction

7/62 Backface Culling view direction

8/62 Backface Culling view direction, draw polygon

9/62 Backface Culling view direction, cull polygon

10/62 Backface Culling

11/62 Backface Culling counter clock-wise orientation, draw polygon

12/62 Backface Culling clock-wise orientation, cull polygon

13/62 Backface Culling Advantages  Improves rendering speed by removing roughly half of polygons from scan conversion Disadvantages  Assumes closed surface with consistently oriented polygons  NOT a true hidden surface algorithm!!!

14/62 Backface Culling Is this all we have to do?

15/62 Backface Culling Is this all we have to do? No! - Can still have 2 (or more) front faces that map to the same screen pixel

16/62 Backface Culling Is this all we have to do? No! - Can still have 2 (or more) front faces that map to the same screen pixel - Which actually gets drawn?

17/62 Painter’s Algorithm Sort polygons according to distance from viewer Draw from back to front How do we sort polygons?

18/62 Painter’s Example z = 0.7 z = 0.3 z = 0.1 Sort by depth: Green rect Red circle Blue tri z = 0

19/62 Painter’s Algorithm

20/62 Sometimes there is NO ordering that produces correct results!!! Painter’s Algorithm

21/62 Painter’s Algorithm 1. Sort all objects’ z min and z max

22/62 Painter’s Algorithm 1. Sort all objects’ z min and z max 2. If an object is uninterrupted (its z min and z max are adjacent in the sorted list), it is fine

23/62 Painter’s Algorithm 1. Sort all objects’ z min and z max 2. If an object is uninterrupted (its z min and z max are adjacent in the sorted list), it is fine 3. If 2 objects DO overlap 3.1 Check if they overlap in x - If not, they are fine 3.2 Check if they overlap in y - If not, they are fine - If yes, need to split one

24/62 Painter’s Algorithm The splitting step is the tough one - Need to find a plane to split one polygon by so that each new polygon is entirely in front of or entirely behind the other - Polygons may actually intersect, so then need to split each polygon by the other

25/62 Painter’s Algorithm The splitting step is the tough one - Need to find a plane to split one polygon by so that each new polygon is entirely in front of or entirely behind the other - Polygons may actually intersect, so then need to split each polygon by the other After splitting, you can resort the list and should be fine

26/62 Painter’s Algorithm-Summary Advantages  Simple algorithm for ordering polygons Disadvantages  Sorting criteria difficult to produce  Redraws same pixel many times  Sorting can also be expensive

27/62 Depth (“Z”) Buffer Simple modification to scan-conversion Maintain a separate buffer storing the closest “z” value for each pixel Only draw pixel if depth value is closer than stored “z” value  Update buffer with closest depth value

28/62 Depth (“Z”) Buffer Advantages  Simple to implement  Allows for a streaming approach to polygon drawing Disadvantages  Requires extra storage space  Still lots of overdraw

29/62 Binary Space Partitioning Trees BSP tree: organize all of space (hence partition) into a binary tree - Preprocess: overlay a binary tree on objects in the scene - Runtime: correctly traversing this tree enumerates objects from back to front - Idea: divide space recursively into half-spaces by choosing splitting planes  Splitting planes can be arbitrarily oriented

30/62 BSP Trees: Objects

31/62 BSP Trees: Objects

32/62 BSP Trees: Objects Put front objects in the left branch

33/62 BSP Trees: Objects Put front objects in the left branch

34/62 BSP Trees: Objects Put front objects in the left branch

35/62 BSP Trees: Objects Put front objects in the left branch

36/62 BSP Trees: Objects Put front objects in the left branch When to stop the recursion?

37/62 Object Splitting No bunnies were harmed in my example But what if a splitting plane passes through an object? - Split the object; give half to each node: - Worst case: can create up to O(n 3 ) objects! Ouch

38/62 Building a BSP Tree Choose a splitting polygon Sort all other polygons as  Front  Behind  Crossing  On Add “front” polygons to front child, “behind” to back child Split “crossing” polygons with infinite plane Add “on” polygons to root Recur

39/62 Building a BSP Tree

40/62 Building a BSP Tree ,3,4,5,6,7 1 b

41/62 Building a BSP Tree ,6, b b f 2,4,5-1,7-1

42/62 Building a BSP Tree , ,6, b b b f f

43/62 Building a BSP Tree ,6, b b b b f f

44/62 Building a BSP Tree ,6, b b b b f f

45/62 Building a BSP Tree ,6, b b b b f f

46/62 Building a BSP Tree , b b b b b f f

47/62 Building a BSP Tree b b bb b b f f

48/62 Building a BSP Tree b b b b b f f 5-2 b

49/ Building a BSP Tree b b b b b f f 5-2 b

50/62 Rendering with a BSP Tree If eye is in front of plane  Draw “back” polygons  Draw “on” polygons  Draw “front” polygons If eye is behind plane  Draw “front” polygons  Draw “on” polygons  Draw “back” polygons Else eye is on plane  Draw “front” polygons  Draw “back” polygons

51/62 BSP Trees: Objects Correctly traversing this tree enumerates objects from back to front Traversal order?

52/62 BSP Trees: Objects Correctly traversing this tree enumerates objects from back to front Traversal order: 8->9->7->6->5->3->4->2->1

53/62 Building a BSP Tree Traversal order: b b b b b f f 5-2 b

54/62 Building a BSP Tree Traversal order: 6->(5-2)->(7-2)->3->(5-1)->4->(7-1)->2-> b b b b b f f 5-2 b

55/62 Building a BSP Tree Traversal order: b b b b b f f 5-2 b

56/62 Building a BSP Tree b b b b b f f 5-2 b Traversal order: 1->2->(7-1)->4->(5-1)->3->(7-2)->(5-2)->6

57/62 Building a BSP Tree Traversal order? b b b b b f f 5-2 b

58/62 Rendering with a BSP Tree Advantages  No depth comparisons needed  Polygons split and ordered automatically Disadvantages  Computationally intense preprocess stage restricts algorithm to static scenes  Splitting increases polygon count  Redraws same pixel many times  Choosing splitting plane not an exact science

59/62 Improved BSP Rendering Take advantage of view direction to cull away polygons behind viewer

60/62 Improved BSP Rendering Take advantage of view direction to cull away polygons behind viewer View frustum

61/62 Improved BSP Rendering Take advantage of view direction to cull away polygons behind viewer

62/62 OpenGL and Hidden Surfaces glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glCullFace ( GL_BACK );

63/62

64/62 Scan Line Algorithm Assume for each line of screen, we have scan-lines for all polygons intersecting that line For each polygon, keep track of extents of scan line Whenever the x-extents of two scan lines overlap, determine ordering of two polygons

65/62 Scan Line Algorithm

66/62 Scan Line Algorithm

67/62 Scan Line Algorithm

68/62 Scan Line Algorithm Advantages  Takes advantage of coherence resulting in fast algorithm  Does not require as much storage as depth buffer Disadvantages  More complex algorithm  Requires all polygons sent to GPU before drawing