Computer Graphics Shading in OpenGL

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Presentation transcript:

Computer Graphics Shading in OpenGL Dr. Frederick C Harris, Jr.

Objectives Introduce basic implementation strategies Clipping Scan conversion

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

Required Tasks Clipping Rasterization or scan conversion Transformations Some tasks deferred until fragement processing Hidden surface removal Antialiasing

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

Clipping Convert to lines and polygons first 2D against clipping window 3D against clipping volume Easy for line segments polygons Hard for curves and text Convert to lines and polygons first

Clipping 2D Line Segments Brute force approach: compute intersections with all sides of clipping window Inefficient: one division per intersection

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 y = ymax x = xmin x = xmax y = ymin

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 y = ymax x = xmin x = xmax y = ymin

The Cases Case 3: One endpoint inside, one outside Must do at least one intersection Case 4: Both outside May have part inside y = ymax x = xmin x = xmax

Defining Outcodes For each endpoint, define an outcode Outcodes divide space into 9 regions Computation of outcode requires at most 4 subtractions b0b1b2b3 b0 = 1 if y > ymax, 0 otherwise b1 = 1 if y < ymin, 0 otherwise b2 = 1 if x > xmax, 0 otherwise b3 = 1 if x < xmin, 0 otherwise

Using Outcodes Consider the 5 cases below AB: outcode(A) = outcode(B) = 0 Accept line segment

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

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

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

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

Cohen Sutherland in 3D Use 6-bit outcodes When needed, clip line segment against planes

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 a where the line determined by the line segment crosses the lines that determine the window p(a) = (1-a)p1+ ap2 1  a  0 p2 p1

Liang-Barsky Clipping In (a): a4 > a3 > a2 > a1 Intersect right, top, left, bottom: shorten In (b): a4 > a2 > a3 > a1 Intersect right, left, top, bottom: reject

Advantages Can accept/reject as easily as with Cohen-Sutherland Using values of a, we do not have to use algorithm recursively as with C-S Extends to 3D

Clipping and Normalization General clipping in 3D requires intersection of line segments against arbitrary plane Example: oblique view

Plane-Line Intersections

Normalized Form top view before normalization after 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 > xmax ?