Graphics Pipeline Hidden Surfaces

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Presentation transcript:

Graphics Pipeline Hidden Surfaces CMSC 435/634

Visibility We can convert simple primitives to pixels Which primitives (or parts of primitives) should be visible?

Back-face Culling Polygon is back-facing if Assuming view is along –Z VN > 0 Assuming view is along –Z V = (0,0,1) VN = 0 + 0 + Nz Simplifying further If Nz ≤ 0, then cull Works for non-overlapping convex polyhedra With concave polyhedra, some hidden surfaces will not be culled

Painter’s Algorithm First polygon: Second polygon: Third polygon: (6,3,10), (11, 5,10), (2,2,10) Second polygon: (1,2,8), (12,2,8), (12,6,8), (1,6,8) Third polygon: (6,5,5), (14,5,5), (14,10,5),( 6,10,5)

Painter’s Algorithm Given Algorithm List of polygons Array of colors: color[x,y] Algorithm Sort polygons on minimum z For each polygon P in sorted list For each pixel (x,y,z) in P color[x,y] = color(P,x,y)

Painter’s Algorithm: Cycles Which to scan first? Split along line, then scan 1,2,3,4 (or split another polygon and scan accordingly) Moral: Painter’s algorithm is fast and easy, except for detecting and splitting cycles and other ambiguities

Depth-sort: Overlapping Surfaces Assume you have sorted by maximum Z Then if Zmin > Z’max, the surfaces do not overlap each other (minimax test) Correct order of overlapping surfaces may be ambiguous. Check it.

Depth-sort: Overlapping Surfaces No problem: paint S, then S’ Problem: painting in either order gives incorrect result Problem? Naïve order S S’ S”; correct order S’ S” S

Depth-sort: Order Ambiguity Bounding rectangles in xy plane do not overlap Check overlap in x x’min > xmax or xmin > x’max -> no overlap Check overlap in y y’min > ymax or ymin > y’max -> no overlap Surface S is completely behind S’ relative to viewing direction. Substitute all vertices of S into plane equation for S’ if all are “inside” (< 0), no ambiguity

Depth-sort: Order Ambiguity 3. Surface S’ is completely in front S relative to viewing direction. Substitute all vertices of S’ into plane equation for S if all are “outside” ( >0), no ambiguity

Binary Space Partitioning

Building a BSP Tree Use pgon 3 as root, split on its plane Pgon 5 split into 5a and 5b

Building a BSP Tree Split left subtree at pgon 2

Building a BSP Tree Split right subtree at pgon 4

Building a BSP Tree Alternate tree if splits are made at 5, 4, 3, 1

BSP Tree: Building the Tree BSPTree MakeBSP ( Polygon list ) if ( list is empty ) return null else { root = some polygon ; remove it from the list backlist = frontlist = null for ( each remaining polygon in the list ) if ( p in front of root ) addToList ( p, frontlist ) else if ( p in back of root ) addToList ( p, backlist ) else splitPolygon (p,root,frontpart,backpart) addToList ( frontpart, frontlist ) addToList ( backpart, backlist ) return (combineTree(MakeBSP(frontlist), root, MakeBSP(backlist)))

BSP Tree: Displaying the Tree DisplayBSP ( tree ) if ( tree not empty ) if ( viewer in front of root ) DisplayBSP ( tree -> back ) DisplayPolygon ( tree -> root ) DisplayBSP ( tree -> front ) else

BSP Tree Display Built BSP tree structure

BSP Tree Display C in front of 3 (order back/front) draw 4/5b branch C in back of 4 (order front/back) nothing in front of 4 draw 4 draw 5b draw 3 draw 1/2/5a branch C in back of 2 (order front/back) draw 5a draw 2 draw 1

Z-Buffer First polygon Second polygon Third polygon (1, 1, 5), (7, 7, 5), (1, 7, 5) scan it in with depth Second polygon (3, 5, 9), (10, 5, 9), (10, 9, 9), (3, 9, 9) Third polygon (2, 6, 3), (2, 3, 8), (7, 3, 3)

Z-Buffer Algorithm Originally by Cook, Carpenter, Catmull Given List of Polygons Array of depths: zbuffer[x,y] initialized to ∞ Array of colors: color[x,y] Algorithm For each Polygon P For each pixel (x,y,z) in P If z < zbuffer[x,y] zbuffer[x,y] = z color[x,y] = color(P,x,y)

Z-Buffer Characteristics Good Easy to implement Requires no sorting of surfaces Easy to put in hardware Bad Requires lots of memory (about 9MB for 1280x1024 display) Can alias badly (only one sample per pixel) Cannot handle transparent surfaces

A-Buffer Method Basically z-buffer with additional memory to consider contribution of multiple surfaces to a pixel Need to store Color (rgb triple) Opacity Depth Percent area covered Surface ID Misc rendering parameters Pointer to next