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Where We Stand At this point we know how to: Next thing:
Convert points from local to window coordinates Clip polygons and lines to the view volume Next thing: Determine which pixels are covered by any given line or polygon Anti-Aliasing
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Drawing Lines Task: Decide which pixels to fill (samples to use) to represent a line We know that all of the line lies inside the visible region (clipping gave us this!) Issues: If slope between -1 and 1, one pixel per column. Otherwise, one pixel per row Constant brightness? Anti-aliasing? (Getting rid of the “jaggies”)
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Line Drawing Algorithms
Consider lines of the form y=m x + c, where m=y/x, 0<m<1, integer coordinates All others follow by symmetry Variety of slow algorithms (Why slow?): step x, compute new y at each step by equation, rounding: step x, compute new y at each step by adding m to old y, rounding:
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Bresenham’s Algorithm Overview
Plot the pixel whose y-value is closest to the line Given (xi,yi), must choose from either (xi+1,yi+1) or (xi+1,yi) Idea: compute a decision variable Value that will determine which pixel to draw Easy to update from one pixel to the next
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Decision Variable Decision variable is: yi+1 d2 d1 yi xi xi+1
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What Can We Decide? d1<d2 => pi negative => next point at (xi+1,yi) d1>d2 => pi positive => next point at (xi+1,yi+1) So, we know what to draw based on the decision variable How do we update it? What is pk+1?
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Updating The Decision Variable
If yi+1=yi+1: If yi+1=yi: What is p1 (assuming integer endpoints)?
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Bresenham’s Algorithm
For integers, slope between 0 and 1: x=x1, y=y1, p=2 dy - dx, draw (x, y) until x=x2 x=x+1 p>0 ? y=y+1, draw (x, y), p=p+2 y - 2 x p<0? y=y, draw (x, y), p=p+2 y Compute the constants once at the start Only does add and comparisons Floating point has slightly more difficult initialization
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Example: (2,2) to (7,6) x=5, y=4 i x y p 1 2 2 3 2 3 3 1 3 4 4 -1
7 6 5 4 3 2 1 1 2 3 4 5 6 7 8
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Filling polygons Sampling polygons: Polygon issues:
When is a pixel inside a polygon? Given a pixel, which polygon does it lie in? Polygon issues: Polygon defined by a list of edges - each is a pair of vertices All vertices are inside the view volume and map to valid pixels. (Clipping gave us this.) Also, assume integers in window coordinates
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What is inside - 1? Easy for simple polygons - no self intersections
OpenGL requires these. Undefined for other cases OpenGL also requires convex polygons For general polygons, three rules are possible: non-exterior rule non-zero winding number rule parity rule
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Parity Non-zero Winding No. Polygon Non-exterior
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What is inside - 2? Assume sampling with an array of spikes
If spike is inside, pixel is inside
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What is inside - 2? Assume sampling with an array of spikes
If spike is inside, pixel is inside
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Rules Ambiguous cases: On edge? if (x+d, y+e) is in, pixel is in
Keeps left and bottom edges What if it’s on a vertex? Which do we want to keep?
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Ambiguous Case 1 Rule: On edge? If (x+d, y+e) is in, pixel is in
Which pixels are colored?
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Ambiguous Case 1 Rule: Keep left and bottom edges
Assuming y increases in the up direction If rectangles meet at an edge, how often is the edge pixel drawn?
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Ambiguous Case 2
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Ambiguous Case 2 ? ? ? or ? ? ?
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Really Ambiguous
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Exploiting Coherence When filling a polygon
Several contiguous pixels along a row tend to be in the polygon - a span of pixels Scanline coherence Consider whole spans, not individual pixels The pixels required don’t vary much from one span to the next Edge coherence Incrementally update the span endpoints
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Sweep Fill Algorithms Watt Sect 6.4.2
Algorithmic issues: Reduce to filling many spans Which edges define the span of pixels to fill? How do you update these edges when moving from span to span? What happens when you cross a vertex?
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Spans Process - fill the bottom horizontal span of pixels; move up and keep filling Have xmin, xmax for each span Define: floor(x): largest integer < x ceiling(x): smallest integer >=x Fill from ceiling(xmin) up to floor(xmax) Consistent with convention
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Algorithm For each row in the polygon: Issues:
Throw away irrelevant edges Obtain newly relevant edges Fill span Update current edges Issues: How do we update existing edges? When is an edge relevant/irrelevant? All can be resolved by referring to our convention about what polygon pixel belongs to
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Updating Edges Each edge is a line of the form: Next row is:
So, each current edge can have it’s x position updated by adding a constant stored with the edge Other values may also be updated, such as depth or color information
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When are Edges Relevant (1)
Use figures and convention to determine when edge is irrelevant For y<ymin and y>=ymax of edge Similarly, edge is relevant when y>=ymin and y<ymax of edge What about horizontal edges? m’ is infinite
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When are Edges Relevant (2)
Convex polygon: Always only two edges active 1,2 1 1,3 3 3,4 4
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When are Edges Relevant (3)
2 2? Horizontal edges Ignore them! 1 3 1,3 4? 4
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Sweep Fill Details For row = min to row=max
Maintain a list of active edges in case there are multiple spans of pixels - known as Active Edge List. For each edge on the list, must know: x-value, maximum y value of edge, m’ Maybe also depth, color… Keep edges in a table, indexed by minimum y value - Edge Table For row = min to row=max AEL=append(AEL, ET(row)); remove edges whose ymax=row sort AEL by x-value fill spans update each edge in AEL
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