1 / 35

CS 445 / 645: Introductory Computer Graphics

CS 445 / 645: Introductory Computer Graphics. Clipping Lines and Polygons. F. G. H. E. D. C. A. B. Review: Polygon Rasterization. For scanline, determine all intersections of polygon edges with scanline Sort edge intersections in least to greatest order

kirti
Télécharger la présentation

CS 445 / 645: Introductory Computer Graphics

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. CS 445 / 645: Introductory Computer Graphics Clipping Lines and Polygons

  2. F G H E D C A B Review: Polygon Rasterization For scanline, determine all intersections of polygon edges with scanline Sort edge intersections in least to greatest order Use parity count to determine when pixels are drawn Horizontal lines do not contribute to parity count Ymin endpoints do contribute to parity count Ymax endpoints do not contribute to parity count Not drawn because H is max of AH And HG does not contribute Not drawn because D is min of ED And increments counter to 2. DC doesn’t contribute Bottom edge drawn because A is min of AH. AB does not contribute

  3. Review: Active Edge Table • Two data structures • Edge Table • Array of pointers, A, of length (screen height) • A[i] points to linked list of all edges with ymin = I • Edges in linked list are ordered according to the x coordinate of the ymin vertex • Edge in list is represented by ymax, initial x, slope (1/m)

  4. Review: Active Edge Table • Linked list of all edges that intersect current scanline • List must always be sorted on x intersection with scanline • First add all edges from edge table with smallest y • Use parity test to fill pixels on scanline • Increment scanline • Add all edges from edge table with ymin value = scanline • Remove all edges from AET with ymax = scanline • Update x intersection value of all edges in AET and re-sort

  5. Review: Active Edge Table

  6. Review: Clipping • Cohen-Sutherland • Use opcodes to quickly eliminate/include lines • Must compute viewport clipping of remaining lines • Introduced parametric equations of lines to perform edge/viewport intersection tests • Truth in advertising, Cohen-Sutherland doesn’t use parametric equations of lines • Viewport intersection code: • (x1, y1), (x2, y2) intersect with vertical edge at xright • yintersect = y1 + m(xright – x1), m=(y2-y1)/(x2-x1) • (x1, y1), (x2, y2) intersect with horizontal edge at ybottom • xintersect = x1 + (ybottom – y1)/m, m=(y2-y1)/(x2-x1)

  7. Review: Parametric Equations • Faster line clippers use parametric equations • Line 0: • x0 = x00 + (x01 - x00) t0 • y0 = y00 + (y01 - y00) t0 • Viewport Edge L: • xL = xL0 + (xL1 - xL0) tL • yL = yL0 + (yL1 - yL0) tL • x00 + (x01 - x00) t0 = xL0 + (xL1 - xL0) tL • y00 + (y01 - y00) t0 = yL0 + (yL1 - yL0) tL • Solve for t0 and/or tL

  8. Cyrus-Beck Algorithm • Use parametric equations of lines • Optimize • We saw that this could be expensive… • Start with parametric equation of line: • P(t) = P0 + (P1 - P0) t • And a point and normal for each edge • PL, NL

  9. PL P(t) Inside NL Cyrus-Beck Algorithm • NL [P(t) - PL] = 0 • Substitute line equation for P(t) • Solve for t • t = NL [P0 - PL] / -NL [P1 - P0] P1 P0

  10. Cyrus-Beck Algorithm • Compute t for line intersection with all four edges • Discard all (t < 0) and (t > 1) • Classify each remaining intersection as • Potentially Entering (PE) • Potentially Leaving (PL) • NL [P1 - P0] > 0 implies PL • NL [P1 - P0] < 0 implies PE • Note that we computed this term in when computing t

  11. P1 PL PL PE PE P0 Cyrus-Beck Algorithm • Compute PE with largest t • Compute PL with smallest t • Clip to these two points

  12. Cyrus-Beck Algorithm • Because of horizontal and vertical clip lines: • Many computations reduce • Normals: (-1, 0), (1, 0), (0, -1), (0, 1) • Pick constant points on edges • solution for t: • -(x0 - xleft) / (x1 - x0) • (x0 - xright) / -(x1 - x0) • -(y0 - ybottom) / (y1 - y0) • (y0 - ytop) / -(y1 - y0)

  13. Comparison • Cohen-Sutherland • Repeated clipping is expensive • Best used when trivial acceptance and rejection is possible for most lines • Cyrus-Beck • Computation of t-intersections is cheap • Computation of (x,y) clip points is only done once • Algorithm doesn’t consider trivial accepts/rejects • Best when many lines must be clipped • Liang-Barsky: Optimized Cyrus-Beck • Nicholl et al.: Fastest, but doesn’t do 3D

  14. Clipping Polygons • Clipping polygons is more complex than clipping the individual lines • Input: polygon • Output: original polygon, new polygon, or nothing • When can we trivially accept/reject a polygon as opposed to the line segments that make up the polygon?

  15. Why Is Clipping Hard? • What happens to a triangle during clipping? • Possible outcomes: trianglequad triangletriangle triangle5-gon • How many sides can a clipped triangle have?

  16. Why Is Clipping Hard? • A really tough case:

  17. Why Is Clipping Hard? • A really tough case: concave polygonmultiple polygons

  18. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation

  19. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  20. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  21. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  22. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  23. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  24. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  25. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  26. Sutherland-Hodgeman Clipping • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  27. Sutherland-Hodgeman Clipping:The Algorithm • Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all planes, the polygon is fully clipped

  28. Sutherland-Hodgeman Clipping • Input/output for algorithm: • Input: list of polygon vertices in order • Output: list of clipped poygon vertices consisting of old vertices (maybe) and new vertices (maybe) • Note: this is exactly what we expect from the clipping operation against each edge

  29. Sutherland-Hodgeman Clipping • Sutherland-Hodgman basic routine: • Go around polygon one vertex at a time • Current vertex has position p • Previous vertex had position s, and it has been added to the output if appropriate

  30. inside outside inside outside inside outside inside outside p s p s p s p s p output i output no output i outputp output Sutherland-Hodgeman Clipping • Edge from s to ptakes one of four cases: (Purple line can be a line or a plane)

  31. Sutherland-Hodgeman Clipping • Four cases: • s inside plane and p inside plane • Add p to output • Note: s has already been added • s inside plane and p outside plane • Find intersection point i • Add i to output • s outside plane and poutside plane • Add nothing • soutside plane and p inside plane • Find intersection point i • Add i to output, followed by p

  32. q n p P Point-to-Plane test • A very general test to determine if a point p is “inside” a plane P, defined by q and n: (p - q) • n < 0: p inside P (p - q) • n = 0: p on P (p - q) • n > 0: p outside P Remember: p • n = |p| |n| cos (q) q = angle between p and n q q n n p p P P

  33. Finding Line-Plane Intersections • Use parametric definition of edge: L(t) = L0 + (L1 - L0)t • If t = 0 then L(t) = L0 • If t = 1 then L(t) = L1 • Otherwise, L(t) is part way from L0to L1

  34. Finding Line-Plane Intersections • Edge intersects plane P where E(t) is on P • q is a point on P • n is normal to P (L(t) - q) • n = 0 t = [(q - L0) • n] / [(L1 - L0) • n] • The intersection point i = L(t)for this value of t

  35. Line-Plane Intersections • Note that the length of n doesn’t affect result: • Again, lots of opportunity for optimization

More Related