Chapter 13 Special Visual Techniques. Blending ◦ Without blending, a source fragment’s color values are supposed to overwrite those of its destination.

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Presentation transcript:

Chapter 13 Special Visual Techniques

Blending ◦ Without blending, a source fragment’s color values are supposed to overwrite those of its destination pixel. ◦ With blending, the source fragment does not overwrite its destination pixel. ◦ Pay attention to the z-value (depth testing). ◦ Blending equation:

Blending Example: ◦ source (0.6, 0.4, 0.2); dest (0.5, 0.5, 0.5) ◦ Source R b = Source G b = Source B b =0.3 ◦ dest R b = dest G b = dest B b =0.7 ◦ Blending equation gives:  (0.3* *0.6, 0.3* *0.4, 0.3* *0.2) = (0.57, 0.43, 0.29)

Blending

Fog Fog is an atmospheric effect that OpenGL offers ready to use. glEnable(GL_FOG), glDisable(GL_FOG) glFogfv(GL_FOG_COLOR, flgColor) glFogi(GL_FOG_MODE, fogMode) ◦ GL_LINEAR ◦ GL_EXP ◦ GL_EXP2

Fog GL_LINEAR: GL_EXP: GL_EXP2:

Fog

Antialiasing

Antialiasing Enable blending Antialiasing itself is enabled with a call to ◦ glEnable(GL_LINE_SMOOTH) For the best possible antialiasing with the call ◦ glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)

Environment Mapping The goal of environment mapping is to simulate an object reflecting its surrounding, e.g., a shiny kettle reflecting the kitchen or a well-polished car reflecting the street. Sphere Mapping Cube Mapping

Stencil Buffer Techniques A stencil buffer is an extra buffer, in addition to the color buffer (pixel buffer) and depth buffer (z-buffering) found on modern graphics hardware. Limit the area of rendering. Make use of the strong connection between the depth buffer and the stencil buffer in the rendering pipeline. Can put a heavy load on the graphics hardware.

Bump Mapping To give the illusion of geometric detail on a surface, e.g., making it appear ridged or dimpled, by means of perturbing the surface normals, but without actually changing any geometry.

Raster Algorithms(Reading) Cohen-Sutherland Line Clipper Sutherland-Hodgeman Polygon Clipper Bresenham line drawing Polygon rasterizing

Homework Exercise 13.3