Zakrite ploskve. Problem outline Given a set of 3D objects and a viewing specification, we wish to determine which lines or surfaces are visible, so that.

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Presentation transcript:

Zakrite ploskve

Problem outline Given a set of 3D objects and a viewing specification, we wish to determine which lines or surfaces are visible, so that we do not needlessly calculate and draw surfces, which will not ultimately be seen by the viewer, or which might confuse the viewer.

Approaches There are 2 fundamental approaches to the problem. –Object space –Image space

Object space Object space algorithms do their work on the objects themselves before they are converted to pixels in the frame buffer. The resolution of the display device is irrelevant here as this calculation is done at the mathematical level of the objects Pseudo code… –for each object a in the scene determine which parts of object a are visible draw these parts in the appropriate colour Involves comparing the polygons in object a to other polygons in a and to polygons in every other object in the scene.

Image space Image space algorithms do their work as the objects are being converted to pixels in the frame buffer. The resolution of the display device is important here as this is done on a pixel by pixel basis. Pseudo code… –for each pixel in the frame buffer determine which polygon is closest to the viewer at that pixel location colour the pixel with the colour of that polygon at that location

Algoritmi določanja vidnosti Object space –Back-face culling Image space –z-buffer algorithm Hybrid –Depth-sort

Postopki ugotavljanja vidnosti

Metode v prostoru slike (image precision methods )

Izločanje zadnjih ploskev (backface culling)

View plane eye V U -N F is back face if Izločanje zadnjih ploskev (backface culling)

Skalarni produkt (Dot Product) Angle between Two Vectors Sign and Perpendicularity “perpendicular” orthogonal normal

Normala na ravnino

Kako dobimo vektorje normal Flat Face: Two Problems: Vectors nearly parallel, the cross product will be very small, Numerical inaccuracies may result Polygon is not perfect planar

Finding the Normal Vectors Robust Method (Newell):

Tabela verteksov in ploskev (Vertex and Face Table) Shared vertices Still no topology information Each face lists vertex references F1F1 F2F2 F3F3 VERTEX TABLE V 1 V 2 V 3 V 4 V 5 FACE TABLE V1V1 V2V2 V3V3 V3V3 V2V2 V4V4 V3V3 V4V4 V5V5 F1F1 F2F2 F2F2

Mesh pt norm face Point3 x, y, z Vector3 dx, dy, dz VertexID vertIndex normIndex numVerts numNormals numFaces nVerts Face vert Podatkovne strukture

View plane eye V U -N F is back face if Izločanje zadnjih ploskev (backface culling)

void Mesh :: draw () { for (int f = 0; f < numFaces; f++) { glBegin (GL_POLYGON) for (int v = 0; v < face[f].nVerts; v++) { int iv = face[f].vert[v].vertIndex; glVertex3f(pt[iv].x, pt[iv].y, pt[iv].z); } glEnd(); } Algoritem

void Mesh :: draw () { for (int f = 0; f < numFaces; f++) { If ( isBackFace ( f, eye ) ) continue; glBegin (GL_POLYGON) for (int v = 0; v < face[f].nVerts; v++) { int iv = face[f].vert[v].vertIndex; glVertex3f(pt[iv].x, pt[iv].y, pt[iv].z); } glEnd(); }

Z - buffer Algorithm Advantages easy to implement no presorting no object-object comparisons saves rendering time can be hardware implemented Disadvantages memory requirements time wasted overwriting pixels

Z-buffer algorithm The z-buffer or depth-buffer is one of the simplest visible-surface algorithms. Z-buffering is an image-space algorithm, an involves the use of a (surprisingly) z-buffer, to store the depth, or z- value of each pixel. All of the elements of the z-buffer are initially set to be 'very far away.' Whenever a pixel colour is to be changed the depth of this new colour is compared to the current depth in the z-buffer. If this colour is 'closer' than the previous colour the pixel is given the new colour, and the z-buffer entry for that pixel is updated as well. Otherwise the pixel retains the old colour, and the z-buffer retains its old value.

Z-buffer algorithm Pseudo code… for each polygon for each pixel p in the polygon's projection { pz = polygon's normalized z-value at (x, y); //z ranges from -1 to 0 if (pz > zBuffer[x, y]) // closer to the camera { zBuffer[x, y] = pz; framebuffer[x, y] = colour of pixel p; }

Z-Buffer Algorithm for( each pixel(i, j) ) // clear Z-buffer and frame buffer { z_buffer[i][j]  far_plane_z; color_buffer[i][j]  background_color; } for( each face A) for( each pixel(i, j) in the projection of A) { Compute depth z and color c of A at (i,j); if( z > z_buffer[i][j] ) { z_buffer[i][j] = z; color_buffer[i][j]  c; }

Uporaba prednostnih seznamov

Algoritem razvrščanja po globini (depth sort)

Depth-sort algorithm a.k.a. The Painter's Algorithm The idea here is to go back to front drawing all the objects into the frame buffer with nearer objects being drawn over top of objects that are further away. Simple algorithm: –Sort all polygons based on their farthest z coordinate –Resolve ambiguities –draw the polygons in order from back to front This algorithm would be very simple if the z coordinates of the polygons were guaranteed never to overlap. Unfortunately that is usually not the case, which means that step 2 can be somewhat complex.

Depth-sort algorithm First must determine z-extent for each polygon

Depth-sort algorithm Ambiguities arise when the z-extents of two surfaces overlap. z x surface 1 surface 2

Problem Cases: Cyclic and Intersecting Objects

Depth-sort algorithm Any polygons whose z extents overlap must be tested against each other. We start with the furthest polygon and call it P. Polygon P must be compared with every polygon Q whose z extent overlaps P's z extent. 5 comparisons are made. If any comparison is true then P can be written before Q. If at least one comparison is true for each of the Qs then P is drawn and the next polygon from the back is chosen as the new P.

Depth-sort algorithm 1.do P and Q's x-extents not overlap. 2.do P and Q's y-extents not overlap. 3.is P entirely on the opposite side of Q's plane from the viewport. 4.is Q entirely on the same side of P's plane as the viewport. 5.do the projections of P and Q onto the (x,y) plane not overlap. If all 5 tests fail we quickly check to see if switching P and Q will work. Tests 1, 2, and 5 do not differentiate between P and Q but 3 and 4 do. So we rewrite 3 and 4 3’. is Q entirely on the opposite side of P's plane from the viewport. 4’. is P entirely on the same side of Q's plane as the viewport.

Depth-sort algorithm z x P Q if they do, test fails x - extents not overlap?

Depth-sort algorithm z y P Q if they do, test fails y - extents not overlap?

Depth-sort algorithm is P entirely on the opposite side of Q's plane from the viewport. z x P Q Test is true…

Depth-sort algorithm is Q entirely on the same side of P's plane as the viewport. z x P Q Test is true…

Depth-sort algorithm do the projections of P and Q onto the (x,y) plane not overlap. z x P Q y x P Q hole in P Test is true…

Depth-sort algorithm If all tests fail… –… then reverse P and Q in the list of surfaces sorted by Z max –set a flag to say that the test has been performed once. –If the tests fail a second time, then it is necessary to split the surfaces and repeat the algorithm on the 4 surfaces

Depth-sort algorithm End up drawing Q2,P1,P2,Q1

BSP Trees Idea Preprocess the relative depth information of the scene in a tree for later display Observation The polygons can be painted correctly if for each polygon F: –Polygons on the other side of F from the viewer are painted before F –Polygons on the same side of F as the viewer are painted after F

Building a BSP Tree Typedef struct { polygon root; BSP_tree *backChild, *frontChild; } BSP_tree; BSP_tree *makeBSP(polygon *list) { if( list = NULL) return NULL; Choose polygon F from list; Split all polygons in list according to F; BSP_tree* node = new BSP_tree; node->root = F; node->backChild = makeBSP( polygons on front side of F ); node->frontChild = makeBSP( polygons on back side of F ); return node; }

Building a BSP Tree (2D) a 5 5b a 4 5b

Building a BSP Tree (2D) a 5 5b b 1 5a 2 front back frontback

Building a BSP Tree (2D) a 5 5b a 2 front back frontback 4 5b back

Displaying a BSP Tree Display order: 4, 5b, 3, 5a, 2, 1 (only 3 is front facing) a 5 5b a 2 front back frontback 4 5b back

Displaying a BSP Tree void displayBSP ( BSP_tree *T ) { if ( T != NULL) { if ( viewer is in front of T->root ) { // display backChild first displayBSP ( T->backChild ); displayPolygon ( T->root ); displayBSP ( T->frontChild ); } else {// display frontChild first displayBSP ( T->frontChild ); displayPolygon ( T->root ); displayBSP ( T->backChild ); }

BSP Trees: Analysis Advantages –Efficient –View-independent –Easy transparency and antialiasing Disadvantages –Tree is hard to balance –Not efficient for small polygons

Warnockov algoritem

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