University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Rasterization II Week.

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University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Rasterization II Week 6, Wed Feb 10

2 Correction: News TA office hours in lab for P2/H2 questions this week Mon 3-5 (Shailen) Tue 3:30-5 (Kai) Wed 2-4 (Shailen) Thu 3-5 (Kai) Fri 2-4 (Garrett) again - start now, do not put off until late in break!

3 Review: HSV Color Space hue: dominant wavelength, “color” saturation: how far from grey value/brightness: how far from black/white cannot convert to RGB with matrix alone

4 Review: YIQ Color Space color model used for color TV Y is luminance (same as CIE) I & Q are color (not same I as HSI!) using Y backwards compatible for B/W TVs conversion from RGB is linear green is much lighter than red, and red lighter than blue Q I

5 Review: Luminance vs. Intensity luminance Y of YIQ 0.299R G B intensity/brightness I/V/B of HSI/HSV/HSB 0.333R G B

6 Review: Color Constancy automatic “white balance” from change in illumination vast amount of processing behind the scenes! colorimetry vs. perception

7 Review: Scan Conversion convert continuous rendering primitives into discrete fragments/pixels given vertices in DCS, fill in the pixels display coordinates required to provide scale for discretization

Review: Basic Line Drawing assume, slope one octant, other cases symmetric how can we do this more quickly? goals integer coordinates thinnest line with no gaps

9 Review/Correction: Midpoint Algorithm we're moving horizontally along x direction (first octant) only two choices: draw at current y value, or move up vertically to y+1? check if midpoint between two possible pixel centers above or below line candidates top pixel: (x+1,y+1) bottom pixel: (x+1, y) midpoint: (x+1, y+.5) check if midpoint above or below line below: pick top pixel above: pick bottom pixel key idea behind Bresenham reuse computation from previous step integer arithmetic by doubling values above: bottom pixel below: top pixel

10 Making It Fast: Reuse Computation midpoint: if f(x+1, y+.5) < 0 then y = y+1 on previous step evaluated f(x-1, y-.5) or f(x-1, y+.5) f(x+1, y) = f(x,y) + (y 0 -y 1 ) f(x+1, y+1) = f(x,y) + (y 0 - y 1 ) + (x 1 - x 0 ) y=y0 d = f(x0+1, y0+.5) for (x=x0; x <= x1; x++) { draw(x,y); if (d<0) then { y = y + 1; d = d + (x1 - x0) + (y0 - y1) } else { d = d + (y0 - y1) }

11 y=y0 d = f(x0+1, y0+.5) for (x=x0; x <= x1; x++) { draw(x,y); if (d<0) then { y = y + 1; d = d + (x1 - x0) + (y0 - y1) } else { d = d + (y0 - y1) } y=y0 2d = 2*(y0-y1)(x0+1) + (x1-x0)(2y0+1) + 2x0y1 - 2x1y0 for (x=x0; x <= x1; x++) { draw(x,y); if (d<0) then { y = y + 1; d = d + 2(x1 - x0) + 2(y0 - y1) } else { d = d + 2(y0 - y1) } Making It Fast: Integer Only avoid dealing with non-integer values by doubling both sides

12 Rasterizing Polygons/Triangles basic surface representation in rendering why? lowest common denominator can approximate any surface with arbitrary accuracy all polygons can be broken up into triangles guaranteed to be: planar triangles - convex simple to render can implement in hardware

13 Triangulating Polygons simple convex polygons trivial to break into triangles pick one vertex, draw lines to all others not immediately adjacent OpenGL supports automatically glBegin(GL_POLYGON)... glEnd() concave or non-simple polygons more effort to break into triangles simple approach may not work OpenGL can support at extra cost gluNewTess(), gluTessCallback(),...

Problem input: closed 2D polygon problem: fill its interior with specified color on graphics display assumptions simple - no self intersections simply connected solutions flood fill edge walking

15 P Flood Fill simple algorithm draw edges of polygon use flood-fill to draw interior

16 Flood Fill start with seed point recursively set all neighbors until boundary is hit

17 Flood Fill draw edges run: drawbacks?

18 Flood Fill Drawbacks pixels visited up to 4 times to check if already set need per-pixel flag indicating if set already must clear for every polygon!

19 Scanline Algorithms scanline: a line of pixels in an image set pixels inside polygon boundary along horizontal lines one pixel apart vertically =0 P

20 General Polygon Rasterization how do we know whether given pixel on scanline is inside or outside polygon? A B C D E F

21 General Polygon Rasterization idea: use a parity test for each scanline edgeCnt = 0; for each pixel on scanline (l to r) if (oldpixel->newpixel crosses edge) edgeCnt ++; // draw the pixel if edgeCnt odd if (edgeCnt % 2) setPixel(pixel);

Making It Fast: Bounding Box smaller set of candidate pixels loop over xmin, xmax and ymin,ymax instead of all x, all y

23 moving slivers shared edge ordering Triangle Rasterization Issues

24 Triangle Rasterization Issues exactly which pixels should be lit? pixels with centers inside triangle edges what about pixels exactly on edge? draw them: order of triangles matters (it shouldn’t) don’t draw them: gaps possible between triangles need a consistent (if arbitrary) rule example: draw pixels on left or top edge, but not on right or bottom edge example: check if triangle on same side of edge as offscreen point

25 Interpolation

26 Interpolation During Scan Conversion drawing pixels in polygon requires interpolating many values between vertices r,g,b colour components use for shading z values u,v texture coordinates surface normals equivalent methods (for triangles) bilinear interpolation barycentric coordinates

27 Bilinear Interpolation interpolate quantity along L and R edges, as a function of y then interpolate quantity as a function of x y P(x,y) P1P1P1P1 P2P2P2P2 P3P3P3P3 PLPLPLPL PRPRPRPR

28 Barycentric Coordinates non-orthogonal coordinate system based on triangle itself origin: P 1, basis vectors: (P 2 -P 1 ) and (P 3 -P 1 ) P = P 1 +  (P 2 -P 1 )+  (P 3 -P 1 )    

29 Barycentric Coordinates           

30 Barycentric Coordinates non-orthogonal coordinate system based on triangle itself origin: P 1, basis vectors: (P 2 -P 1 ) and (P 3 -P 1 ) P = P 1 +  (P 2 -P 1 )+  (P 3 -P 1 ) P = (1-  P 1 +  P 2 +  P 3 P =  P 1 +  P 2 +  P 3  

31 Using Barycentric Coordinates weighted combination of vertices smooth mixing speedup compute once per triangle (  ) = (1,0,0) (0,1,0) (0,0,1) “convex combination of points” of points” for points inside triangle

32 P2P2P2P2 P3P3P3P3 P1P1P1P1 PLPLPLPL PRPRPRPR P d 2 : d 1 Deriving Barycentric From Bilinear from bilinear interpolation of point P on scanline

33 Deriving Barycentric From Bilineaer similarly b 1 : b 2 P2P2P2P2 P3P3P3P3 P1P1P1P1 PLPLPLPL PRPRPRPR P d 2 : d 1

34 b 1 : b 2 P2P2P2P2 P3P3P3P3 P1P1P1P1 PLPLPLPL PRPRPRPR P d 2 : d 1 c 1 : c 2 Deriving Barycentric From Bilinear combining gives

35 Deriving Barycentric From Bilinear thus P =  P 1 +  P 2 +  P 3 with can verify barycentric properties

36 Computing Barycentric Coordinates 2D triangle area half of parallelogram area from cross product A =  P1 +  P2 +  P3  P1 /A  P2 /A  P3 /A (  ) = (1,0,0) (0,1,0) (0,0,1)