1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Implementation I Ed Angel Professor of Computer Science, Electrical and Computer Engineering,

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Presentation transcript:

1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Implementation I 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 Introduce basic implementation strategies Clipping Scan conversion

3 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Overview At end of the geometric pipeline, vertices have been assembled into primitives Must clip out primitives that are outside the view frustum ­Algorithms based on representing primitives by lists of vertices Must find which pixels can be affected by each primitive ­Fragment generation ­Rasterization or scan conversion

4 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Required Tasks Clipping Rasterization or scan conversion Transformations Some tasks deferred until fragement processing ­Hidden surface removal ­Antialiasing

5 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Rasterization Meta Algorithms Consider two approaches to rendering a scene with opaque objects For every pixel, determine which object that projects on the pixel is closest to the viewer and compute the shade of this pixel ­Ray tracing paradigm For every object, determine which pixels it covers and shade these pixels ­Pipeline approach ­Must keep track of depths

6 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Clipping 2D against clipping window 3D against clipping volume Easy for line segments polygons Hard for curves and text ­Convert to lines and polygons first

7 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Clipping 2D Line Segments Brute force approach: compute intersections with all sides of clipping window ­Inefficient: one division per intersection

8 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Cohen-Sutherland Algorithm Idea: eliminate as many cases as possible without computing intersections Start with four lines that determine the sides of the clipping window x = x max x = x min y = y max y = y min

9 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 The Cases Case 1: both endpoints of line segment inside all four lines ­Draw (accept) line segment as is Case 2: both endpoints outside all lines and on same side of a line ­Discard (reject) the line segment x = x max x = x min y = y max y = y min

10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 The Cases Case 3: One endpoint inside, one outside ­Must do at least one intersection Case 4: Both outside ­May have part inside ­Must do at least one intersection x = x max x = x min y = y max

11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Defining Outcodes For each endpoint, define an outcode Outcodes divide space into 9 regions Computation of outcode requires at most 4 subtractions b0b1b2b3b0b1b2b3 b 0 = 1 if y > y max, 0 otherwise b 1 = 1 if y < y min, 0 otherwise b 2 = 1 if x > x max, 0 otherwise b 3 = 1 if x < x min, 0 otherwise

12 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Outcodes Consider the 5 cases below AB: outcode(A) = outcode(B) = 0 ­Accept line segment

13 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Outcodes CD: outcode (C) = 0, outcode(D)  0 ­Compute intersection ­Location of 1 in outcode(D) determines which edge to intersect with ­Note if there were a segment from A to a point in a region with 2 ones in outcode, we might have to do two interesections

14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Outcodes EF: outcode(E) logically ANDed with outcode(F) (bitwise)  0 ­Both outcodes have a 1 bit in the same place ­Line segment is outside of corresponding side of clipping window ­reject

15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Outcodes GH and IJ: same outcodes, neither zero but logical AND yields zero Shorten line segment by intersecting with one of sides of window Compute outcode of intersection (new endpoint of shortened line segment) Reexecute algorithm

16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Efficiency In many applications, the clipping window is small relative to the size of the entire data base ­Most line segments are outside one or more side of the window and can be eliminated based on their outcodes Inefficiency when code has to be reexecuted for line segments that must be shortened in more than one step

17 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Cohen Sutherland in 3D Use 6-bit outcodes When needed, clip line segment against planes

18 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Liang-Barsky Clipping Consider the parametric form of a line segment We can distinguish between the cases by looking at the ordering of the values of  where the line determined by the line segment crosses the lines that determine the window p(  ) = (1-  )p 1 +  p 2 1  0 p1p1 p2p2

19 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Liang-Barsky Clipping In (a):  4 >  3 >  2 >  1 ­Intersect right, top, left, bottom: shorten In (b):  4 >  2 >  3 >  1 ­Intersect right, left, top, bottom: reject

20 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Advantages Can accept/reject as easily as with Cohen-Sutherland Using values of , we do not have to use algorithm recursively as with C-S Extends to 3D

21 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Clipping and Normalization General clipping in 3D requires intersection of line segments against arbitrary plane Example: oblique view

22 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Plane-Line Intersections

23 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Normalized Form before normalizationafter normalization Normalization is part of viewing (pre clipping) but after normalization, we clip against sides of right parallelepiped Typical intersection calculation now requires only a floating point subtraction, e.g. is x > x max ? top view