CSC418 Computer Graphics n Polygons –Triangulation –Scan conversion –Convex/Concave – clipping) n 2D affine transformations and properties, Homogeneous.

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CSC418 Computer Graphics n Polygons –Triangulation –Scan conversion –Convex/Concave – clipping) n 2D affine transformations and properties, Homogeneous coordinates

Scan Conversion n Convex versus concave polygons? n Triangulating a polygon n Scan Converting a triangle n Pattern Filling a polygon n Flood filling a polygon

Polygon Clipping n Clipping is a procedure for spatially partitioning geometric primitives, according to their containment within some region. n Why do we clip? –Distinguish whether geometric primitives are inside or outside of a viewing region –Distinguish whether geometric primitives are inside or outside of a picking region –Detecting intersections between primitives –Binning geometric primitives into spatial data structures. –Shadows.

Sutherland-Hodgman clipping n Given: Polygon (list of vertices), clipping window (convex) for each clip edge for each vtx and next in polygon { clip against edge }

Sutherland-Hodgman clipping

2D Primitives n Conic Section: Defined as the intersection of an ellipse and a plane. Circle Ellipse (h) Parabola (h) Hyperbola (h) Ellipse (v) Parabola (v) Hyperbola (v)

Conics n The General Equation for a Conic Section: Ax 2 + Bxy + Cy 2 + Dx + Ey + F = 0 n The type of section can be found from the sign of: B 2 - 4AC n If B 2 - 4AC is –< 0ellipse, circle, point or no curve. – = 0parabola, 2 parallel lines, 1 line or no curve. – > 0hyperbola or 2 intersecting lines.

2D Transformations Live maya demo Coord-free Geom. Translate/Rotate/Scale Rotate about a point Transform Matrices Composition/Inversion of Transforms Homogeneous Coordinates, Affine Transforms Hierarchies