Implementation III Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.

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Presentation transcript:

Implementation III Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

2 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Objectives Survey Line Drawing Algorithms ­DDA ­Bresenham

3 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Rasterization Rasterization (scan conversion) ­Determine which pixels that are inside primitive specified by a set of vertices ­Produces a set of fragments ­Fragments have a location (pixel location) and other attributes such color and texture coordinates that are determined by interpolating values at vertices Pixel colors determined later using color, texture, and other vertex properties

4 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Scan Conversion of Line Segments Start with line segment in window coordinates with integer values for endpoints Assume implementation has a write_pixel function y = mx + h

5 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 DDA Algorithm Digital Differential Analyzer ­DDA was a mechanical device for numerical solution of differential equations ­Line y=mx+ h satisfies differential equation dy/dx = m =  y/  x = y 2 -y 1 /x 2 -x 1 Along scan line  x = 1 For(x=x1; x<=x2,ix++) { y+=m; write_pixel(x, round(y), line_color) }

6 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Problem DDA = for each x plot pixel at closest y ­Problems for steep lines

7 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Symmetry Use for 1  m  0 For m > 1, swap role of x and y ­For each y, plot closest x

8 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Bresenham’s Algorithm DDA requires one floating point addition per step We can eliminate all fp through Bresenham’s algorithm Consider only 1  m  0 ­Other cases by symmetry Assume pixel centers are at half integers If we start at a pixel that has been written, there are only two candidates for the next pixel to be written into the frame buffer

9 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Candidate Pixels 1  m  0 last pixel candidates Note that line could have passed through any part of this pixel

10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Decision Variable - d =  x(a-b) d is an integer d < 0 use upper pixel d > 0 use lower pixel

11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Incremental Form More efficient if we look at d k, the value of the decision variable at x = k d k+1 = d k –2  y, if d k > 0 d k+1 = d k –2(  y-  x), otherwise For each x, we need do only an integer addition and a test Single instruction on graphics chips

12 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Polygon Scan Conversion Scan Conversion = Fill How to tell inside from outside ­Convex easy ­Nonsimple difficult ­Odd even test Count edge crossings ­Winding number odd-even fill

13 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Winding Number Count clockwise encirclements of point Alternate definition of inside: inside if winding number  0 winding number = 2 winding number = 1

14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Filling in the Frame Buffer Fill at end of pipeline ­Convex Polygons only ­Nonconvex polygons assumed to have been tessellated ­Shades (colors) have been computed for vertices (Gouraud shading) ­Combine with z-buffer algorithm March across scan lines interpolating shades Incremental work small

15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Interpolation span C1C1 C3C3 C2C2 C5C5 C4C4 scan line C 1 C 2 C 3 specified by glColor or by vertex shading C 4 determined by interpolating between C 1 and C 2 C 5 determined by interpolating between C 2 and C 3 interpolate between C 4 and C 5 along span

16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Flood Fill Fill can be done recursively if we know a seed point located inside (WHITE) Scan convert edges into buffer in edge/inside color (BLACK) flood_fill(int x, int y) { if(read_pixel(x,y)= = WHITE) { write_pixel(x,y,BLACK); flood_fill(x-1, y); flood_fill(x+1, y); flood_fill(x, y+1); flood_fill(x, y-1); }

17 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Scan Line Fill Can also fill by maintaining a data structure of all intersections of polygons with scan lines ­Sort by scan line ­Fill each span vertex order generated by vertex list desired order

18 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Data Structure

19 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Aliasing Ideal rasterized line should be 1 pixel wide Choosing best y for each x (or visa versa) produces aliased raster lines

20 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Antialiasing by Area Averaging Color multiple pixels for each x depending on coverage by ideal line original antialiased magnified

21 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Polygon Aliasing Aliasing problems can be serious for polygons ­Jaggedness of edges ­Small polygons neglected ­Need compositing so color of one polygon does not totally determine color of pixel All three polygons should contribute to color