1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Clipping.

Slides:



Advertisements
Similar presentations
Computer Graphics - Rasterization -
Advertisements

I N T R O D U C T I O N T O C O M P U T E R G R A P H I C S Andries van Dam September 30, D Clipping 1/14 Clipping (pages , )
Objectives Define Clipping Various clipping methods. Line clipping methods.
Line clipping: Line clipping algorithm is method of eliminate lines of outside area of the object,so outside of object viewing is Removed. Typically, any.
CS 352: Computer Graphics Chapter 7: The Rendering Pipeline.
CS 551 / 645: Introductory Computer Graphics Clipping Lines and Polygons.
Dr. Scott Schaefer Clipping Lines. 2/94 Why Clip? We do not want to waste time drawing objects that are outside of viewing window (or clipping window)
Course Website: Computer Graphics 4: Viewing In 2D.
1 Clipping. 2 Transformation Sequence X Y Z X Y Z X Y Z X Y Z Object Coords. Eye Coords. Clip Coords. Normalized Device Coords. Screen Coords. Implementation:
Line Clipping Algorithms. A Cases for Clipping Lines E B H C G J I clip rectangle 2Prepared by Narendra V G CSE MIT.
Computer Graphics : Clipping
Computer Graphics Viewing.
Clipping CSE 403 Computer Graphics Cohen Sutherland Algorithm (Line)
Viewing & Clipping In 2D. 2 of 44 Contents Windowing Concepts Clipping –Introduction –Brute Force –Cohen-Sutherland Clipping Algorithm Area Clipping –Sutherland-Hodgman.
Introduction to Computer Graphics Chapter 6 – 2D Viewing Pt 2 1.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Interpolation Clipping.
Vertices and Fragments I CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
1 CSCE 441 Computer Graphics: Clipping Lines Jinxiang Chai.
Computer Graphics Clipping Cohen Sutherland Algorithm (Line) Cyrus-Back Algorithm (Line) Sutherland-Hodgeman Algorithm (Polygon) Cohen Sutherland Algorithm.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Implementation I Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Graphics Pipeline Clipping CMSC 435/634. Graphics Pipeline Object-order approach to rendering Sequence of operations – Vertex processing – Transforms.
2-Dimension Viewing and Clipping
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Chapter 7: From Vertices to Fragments Ed Angel Professor of Computer Science, Electrical.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Implementation Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Objectives Introduce basic implementation strategies Clipping Scan conversion.
22 Implementation Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Many changes – Jeff.
From Vertices to Fragments Chapter 7. Part I Objectives Introduce basic implementation strategies Introduce basic implementation strategies Clipping Clipping.
Clipping Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by David Luebke)
CS 480/680 Computer Graphics Shading in OpenGL Dr. Frederick C Harris, Jr. Fall 2013.
Clipping CSCI 440 textbook section Starter Question How do we clip these lines? X=-5 Y=-5 Y=5 X=5 [0,0] [3,3] [7,-3] [0,-3] formula from wikipedia.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Week 3 Lecture 1: Implementation Based on Interactive Computer Graphics (Angel) - Chapter.
CSE Real Time Rendering Week 9. Post Geometry Shaders Courtesy: E. Angel and D. Shreiner – Interactive Computer Graphics 6E © Addison-Wesley 2012.
Clipping Computer Graphics Cohen Sutherland Algorithm (Line)
COMPUTER GRAPHICS Hochiminh city University of Technology Faculty of Computer Science and Engineering CHAPTER 07: Rasterization.
Windows, Viewports, and Clipping
Shading in OpenGL Shandong University Software College Instructor: Zhou Yuanfeng
Implementation of a Renderer Consider Programs are processd by the system line & polygon, outside the view volume Efficiently Understanding of the implementation.
1 Computer Graphics Clipping Fall FCC Line Clipping What happens when one or both endpoints of a line segment are not inside the specified drawing.
Computer Graphics Lecture 20 Fasih ur Rehman. Last Class Clipping – What is clipping – Why we do clipping – How clipping is done.
1Computer Graphics Implementation 1 Lecture 15 John Shearer Culture Lab – space 2
Clipping Primitives. Clipping line Clipping rectangle: – x min to x max – y min to y max A point (x,y) lies within a clip rectangle and thus displayed.
Graphics Graphics & Graphical Programming Lecture 23 - Viewing & Clipping.
Institute for Visualization and Perception Research 1 © Copyright 2000 Haim Levkowitz Raster graphics alg’s for drawing 2D primitives Points of view Application.
Computer Graphics Viewing. 2 of 30 Viewing in 2D Window in world coordinates. 45  250  Viewport in Device coords 250 x 250 Pixels.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Lecture 9 From Vertices to Fragments. Objectives Introduce basic implementation strategies Clipping Rasterization hidden-surface removal.
Chapter 71 Computer Graphics - Chapter 7 From Vertices to Fragments Objectives are: How your program are processed by the system that you are using, Learning.
Computer Graphics Clipping.
Introduction to Computer Graphics with WebGL
Transformations contd.
CS 551 / 645: Introductory Computer Graphics
Computer Graphics Shading in OpenGL
Concepts, algorithms for clipping
3D Clipping.
Implementation I Ed Angel
Graphics Pipeline Clipping
Computer Graphics : Viewing In 2D
Course code: 10CS65 | Computer Graphics and Visualization
Introduction to Computer Graphics with WebGL
CSCE 441 Computer Graphics: Clipping Lines Jinxiang Chai
Lecture 13 Clipping & Scan Conversion
Segment Clipping Simple algorithm. For each segment compute the intersection with the four sides of the rectangle, and then determine which sub-segment.
From Vertices To Fragments
Clipping Clipping Sutherland-Hodgman Clipping
Computer Graphics Viewing. 2 of 30 Viewing in 2D Window in world coordinates. 45  250  Viewport in Device coords 250 x 250 Pixels.
Clipping University of British Columbia CPSC 314 Computer Graphics
Implementation I Ed Angel Professor Emeritus of Computer Science
From Vertex to Fragment
From Vertex to Fragment
Presentation transcript:

1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Clipping

2 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Clipping

3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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

4 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Required Tasks Clipping Rasterization or scan conversion Transformations Some tasks deferred until fragement processing ­Hidden surface removal ­Antialiasing

5 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Clipping 2D against clipping window 3D against clipping volume Easy for line segments polygons Hard for curves and text ­Convert to lines and polygons first

6 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Clipping 2D Line Segments Brute force approach: compute intersections with all sides of clipping window ­Inefficient: one division per intersection

7 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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 x = x max x = x min y = y max y = y min

8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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 x = x max x = x min y = y max y = y min

9 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 The Cases Case 3: One endpoint inside, one outside ­Must do at least one intersection Case 4: Both outside ­May have part inside ­Must do at least one intersection x = x max x = x min y = y max

10 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Defining Outcodes For each endpoint, define an outcode Outcodes divide space into 9 regions Computation of outcode requires at most 4 subtractions b0b1b2b3b0b1b2b3 b 0 = 1 if y > y max, 0 otherwise b 1 = 1 if y < y min, 0 otherwise b 2 = 1 if x > x max, 0 otherwise b 3 = 1 if x < x min, 0 otherwise

11 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using Outcodes Consider the 5 cases below AB: outcode(A) = outcode(B) = 0 ­Accept line segment

12 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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

13 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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

14 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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

15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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

16 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Cohen Sutherland in 3D Use 6-bit outcodes When needed, clip line segment against planes

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 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  where the line determined by the line segment crosses the lines that determine the window p(  ) = (1-  )p 1 +  p 2 1  0 p1p1 p2p2

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Liang-Barsky Clipping In (a):  4 >  3 >  2 >  1 ­Intersect right, top, left, bottom: shorten In (b):  4 >  2 >  3 >  1 ­Intersect right, left, top, bottom: reject

19 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Advantages Can accept/reject as easily as with Cohen-Sutherland Using values of , we do not have to use algorithm recursively as with C-S Extends to 3D

20 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Plane-Line Intersections