CSE 5542 - Real Time Rendering Week 9. Post Geometry Shaders Courtesy: E. Angel and D. Shreiner – Interactive Computer Graphics 6E © Addison-Wesley 2012.

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Presentation transcript:

CSE Real Time Rendering Week 9

Post Geometry Shaders Courtesy: E. Angel and D. Shreiner – Interactive Computer Graphics 6E © Addison-Wesley 2012

Pipeline Polygon Soup

Pipeline

Topics Clipping Scan conversion

Clipping

After geometric stage – vertices assembled into primitives Must clip primitives that are outside view frustum

Clipping

Scan Conversion Which pixels can be affected by each primitive –Fragment generation –Rasterization or scan conversion

Additional Tasks Some tasks deferred until fragment processing –Hidden surface removal –Antialiasing

Clipping

Contexts 2D against clipping window 3D against clipping volume

2D Line Segments Brute force: –compute intersections with all sides of clipping window –Inefficient

Cohen-Sutherland Algorithm Eliminate cases without computing intersections Start with four lines of clipping window x = x max x = x min y = y max y = y min

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

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

Defining Outcodes For each endpoint, define an outcode Outcodes divide space into 9 regions Computation of outcode requires at most 4 comparisons 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

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) marks edge to intersect with

Using Outcodes If there were a segment from A to a point in a region with 2 ones in outcode, we might have to do two intersections

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 clipping window –reject

Using Outcodes GH and IJ –same outcodes, neither zero but logical AND yields zero Shorten line by intersecting with sides of window Compute outcode of intersection –new endpoint of shortened line segment Recurse algorithm

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

Liang-Barsky Clipping Consider parametric form of a line segment Intersect with parallel slabs – Pair for Y Pair for X Pair for Z p(  ) = (1-  )p 1 +  p 2 1  0 p1p1 p2p2

Liang-Barsky Clipping In (a): a 4 > a 3 > a 2 > a 1 –Intersect right, top, left, bottom: shorten In (b): a 4 > a 2 > a 3 > a 1 –Intersect right, left, top, bottom: reject

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