Implementation II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.

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Presentation transcript:

Implementation II Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Objectives Introduce clipping algorithms for polygons Survey hidden-surface algorithms

3 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Polygon Clipping Not as simple as line segment clipping ­Clipping a line segment yields at most one line segment ­Clipping a polygon can yield multiple polygons However, clipping a convex polygon can yield at most one other polygon

4 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Tessellation and Convexity One strategy is to replace nonconvex (concave) polygons with a set of triangular polygons (a tessellation) Also makes fill easier Tessellation code in GLU library

5 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Clipping as a Black Box Can consider line segment clipping as a process that takes in two vertices and produces either no vertices or the vertices of a clipped line segment

6 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Pipeline Clipping of Line Segments Clipping against each side of window is independent of other sides ­Can use four independent clippers in a pipeline

7 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Pipeline Clipping of Polygons Three dimensions: add front and back clippers Strategy used in SGI Geometry Engine Small increase in latency

8 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Bounding Boxes Rather than doing clipping on a complex polygon, we can use an axis-aligned bounding box or extent ­Smallest rectangle aligned with axes that encloses the polygon ­Simple to compute: max and min of x and y

9 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Bounding boxes Can usually determine accept/reject based only on bounding box reject accept requires detailed clipping

10 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Clipping and Visibility Clipping has much in common with hidden-surface removal In both cases, we are trying to remove objects that are not visible to the camera Often we can use visibility or occlusion testing early in the process to eliminate as many polygons as possible before going through the entire pipeline

11 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Hidden Surface Removal Object-space approach: use pairwise testing between polygons (objects) Worst case complexity O(n 2 ) for n polygons partially obscuringcan draw independently

12 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Painter’s Algorithm Render polygons a back to front order so that polygons behind others are simply painted over B behind A as seen by viewer Fill B then A

13 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Depth Sort Requires ordering of polygons first ­O(n log n) calculation for ordering ­Not every polygon is either in front or behind all other polygons Order polygons and deal with easy cases first, harder later Polygons sorted by distance from COP

14 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Easy Cases A lies behind all other polygons ­Can render Polygons overlap in z but not in either x or y ­Can render independently

15 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Hard Cases Overlap in all directions but can one is fully on one side of the other cyclic overlap penetration

16 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Back-Face Removal (Culling)  face is visible iff 90    -90 equivalently cos   0 or v n  0 plane of face has form ax + by +cz +d =0 but after normalization n = ( ) T need only test the sign of c In OpenGL we can simply enable culling but may not work correctly if we have nonconvex objects

17 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Image Space Approach Look at each projector ( nm for an n x m frame buffer) and find closest of k polygons Complexity O (nmk) Ray tracing z -buffer

18 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Z-Buffer Algorithm Use a buffer called the z or depth buffer to store the depth of the closest object at each pixel found so far As we render each polygon, compare the depth of each pixel to depth in z buffer If less, place shade of pixel in color buffer and update z buffer

19 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Efficiency If we work scan line by scan line as we move across a scan line, the depth changes satisfy a  x+b  y+c  z=0 Along scan line  y = 0  z = -  x In screen space  x = 1

20 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Scan-Line Algorithm Can combine shading and hsr through scan line algorithm scan line i: no need for depth information, can only be in no or one polygon scan line j: need depth information only when in more than one polygon

21 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Implementation Need a data structure to store ­Flag for each polygon (inside/outside) ­Incremental structure for scan lines that stores which edges are encountered ­Parameters for planes

22 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Visibility Testing In many realtime applications, such as games, we want to eliminate as many objects as possible within the application ­Reduce burden on pipeline ­Reduce traffic on bus Partition space with Binary Spatial Partition (BSP) Tree

23 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Simple Example consider 6 parallel polygons top view The plane of A separates B and C from D, E and F

24 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 BSP Tree Can continue recursively ­Plane of C separates B from A ­Plane of D separates E and F Can put this information in a BSP tree ­Use for visibility and occlusion testing