Visible-Surface Detection Methods. To identify those parts of a scene that are visible from a chosen viewing position. Surfaces which are obscured by.

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Presentation transcript:

Visible-Surface Detection Methods

To identify those parts of a scene that are visible from a chosen viewing position. Surfaces which are obscured by other opaque surfaces along the line of sighn (projection) are invisible to the viewer

Classification of Visible-Surface Detection Algorithms: 1. Object-space Methods Compare objects and parts of objects to each other within the scene definition to determine which surfaces, as a whole, we should label as visible 2. Image-space Methods (Mostly used) Visibility is determined point by point at each pixel position on the projection plane.

Methods Back-Face Detection In a solid object, there are surfaces which are facing the viewer (front faces) and there are surfaces which are opposite to the viewer (back faces). These back faces contribute to approximately half of the total number of surfaces. Since we cannot see these surfaces anyway, to save processing time, we can remove them before the clipping process with a simple test. Each surface has a normal vector. If this vector is pointing in the direction of the center of projection

(contd)it is a front face and can be seen by the viewer. If it is pointing away from the center of projection, it is a back face and cannot be seen by the viewer. The test is very simple, if the z component of the normal vector is positive, then, it is a back face. If the z component of the vector is negative, it is a front face.

Note that this technique only caters well for nonoverlapping convex polyhedra. For other cases where there are concave polyhedra or overlapping objects, we still need to apply other methods to further determine where the obscured faces are partially or completely hidden by other objects (eg. Using Depth-Buffer Method or Depth-sort Method

Depth-Buffer Method (Z-Buffer Method) This approach compare surface depths at each pixel position on the projection plane. Object depth is usually measured from the view plane along the z axis of a viewing system. This method requires 2 buffers: one is the image buffer and the other is called the z-buffer (or the depth buffer). Each of these buffers has the same resolution as the image to be captured.

As surfaces are processed, the image buffer is used to store the color values of each pixel position and the z-buffer is used to store the depth values for each (x,y) position.

Algorithm 1. Initially each pixel of the z-buffer is set to the maximum depth value (the depth of the back clipping plane). 2. The image buffer is set to the background color. 3. Surfaces are rendered one at a time. 4. For the first surface, the depth value of each pixel is calculated.

5. If this depth value is smaller than the corresponding depth value in the z-buffer (ie. it is closer to the view point), both the depth value in the z-buffer and the color value in the image buffer are replaced by the depth value and the color value of this surface calculated at the pixel position. 6. Repeat step 4 and 5 for the remaining surfaces. 7. After all the surfaces have been processed, each pixel of the image buffer represents the color of a visible surface at that pixel.

Scan-Line Method In this method, as each scan line is processed, all polygon surfaces intersecting that line are examined to determine which are visible. Across each scan line, depth calculations are made for each overlapping surface to determine which is nearest to the view plane. When the visible surface has been determined, the intensity value for that position is entered into the image buffer

For each scan line do Begin For each pixel (x,y) along the scan line do Step 1 Begin z_buffer(x,y) = 0 Image_buffer(x,y) = background_color End For each polygon in the scene do Step 2 Begin For each pixel (x,y) along the scan line that is covered by the polygon do Begin 2a. Compute the depth or z of the polygon at pixel location (x,y). 2b. If z < z_buffer(x,y) then Set z_buffer(x,y) = z Set Image_buffer(x,y) = polygon's colour

Step 2 is not efficient because not all polygons necessarily intersect with the scan line. - Depth calculation in 2a is not needed if only 1 polygon in the scene is mapped onto a segment of the scan line. - To speed up the process: With similar idea, we fill every scan line span by span. When polygon overlaps on a scan line, we perform depth calculations at their edges to determine which polygon should be visible at which span. Any number of overlapping polygon surfaces can be processed with this method. Depth calculations are performed only when there are polygons overlapping.

Recall the basic idea of polygon filling: For each scan line crossing a polygon, this algorithm locates the intersection points of the scan line with the polygon edges. These intersection points are sorted from left to right. Then, we fill the pixels between each intersection pair.

We can take advantage of coherence along the scan lines as we pass from one scan line to the next. If no changes in the pattern of the intersection of polygon edges with the successive scan lines, it is not necessary to do depth calculations. This works only if surfaces do not cut through or otherwise cyclically overlap each other. If cyclic overlap happens, we can divide the surfaces to eliminate the overlaps. -

The algorithm is applicable to non-polygonal surfaces (use of surface and active surface table, zvalue is computed from surface representation). - Memory requirement is less than that for depth-buffer method. - Lot of sortings are done on x-y coordinates and on depths.