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UBI 516 Advanced Computer Graphics
Visible Surface Detection Aydın Öztürk
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Review: Rendering Pipeline
Almost finished with the rendering pipeline: Modeling transformations Viewing transformations Projection transformations Clipping Scan conversion We now know everything about how to draw a polygon on the screen, except visible surface detection.
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Invisible Primitives Why might a polygon be invisible?
Polygon outside the field of view Polygon is backfacing Polygon is occluded by object(s) nearer the viewpoint For efficiency reasons, we want to avoid spending work on polygons outside field of view or backfacing For efficiency and correctness reasons, we need to know when polygons are occluded
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View Frustum Clipping Remove polygons entirely outside frustum
Note that this includes polygons “behind” eye (actually behind near plane) Pass through polygons entirely inside frustum Modify remaining polygons to pass through portions intersecting view frustum
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View Frustum Clipping Canonical View Volumes
Remember how we defined cameras Eye point, lookat point, v-up Orthographic | Perspective Remember how we define viewport Width, height (or field of view, aspect ratio) These two things define rendered volume of space Standardize the height, length, and width of view volumes
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View Frustum Clipping Canonical View Volumes
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Review Rendering Pipeline
Clipping equations are simplified Perspective and Orthogonal (Parallel) projections have consistent representations
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Perspective Viewing Transformation
Remember the viewing transformation for perspective projection Translate eye point to origin Rotate such that projection vector matches –z axis Rotate such that up vector matches y Add to this a final step where we scale the volume
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Canonical Perspective Volume
Scaling
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Clipping Because both camera types are represented by same viewing volume Clipping is simplified even further
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Visible Surface Detection
There are many algorithms developed for the visible surface detection ● Some methods involve more processing time. ● Some methods require more memory. ● Some others apply only to special types of objects.
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Classification of Visible-Surface Detection Algorithms
They are classified according to whether they deal with object definitions or with their projected images. ● Object space methods. ● Image-space methods. Most visible-surface algorithms use image space method.
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Back-Face Detection Most objects in scene are typically “solid”
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Back-Face Detection (cont.)
On the surface of polygons whose normals point away from the camera are always occluded: Note: backface detection alone doesn’t solve the hidden-surface problem!
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Back-Face Detection N=(A,B,C)
yv N=(A,B,C) This test is based on inside-outside test. A point (x,y,z) is inside if xv V zv We can simplify this test by considering the normal vector vector N to a polygon surface, which has Cartesian components (A,B,C). If V is a vector in the viewing direction from eye then this polygon is back face if V●N > 0. If the object descriptions have been converted to projection coordinates and viewing direction is parallel to zv axis then V=(0, 0, Vz) and V●N=VzC so that we only need to consider the sign of C.
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Depth-Buffer (z-Buffer) Method
This method compares surface depths at each pixel position on the projection plane. Each surface is processed separetly, one point at a time across the surface. Surface S1 is closest to view plane, so its surface intensity value at (x,y) is saved. S3 S2 yv S1 xv (x,y) zv
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Steps for Depth-Buffer (z-Buffer) Method(Cont.)
Initialize the depth buffer and refresh buffer s.t. for all buffer positions (x,y) depth(x, y) = 0, refresh(x, y) = Ibackground
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Steps for Depth-Buffer (z-Buffer) Method(Cont.)
For each position on each polygon surface, compare depth values to previously stored values in depth buffer to determine visibility. ● Calculate the depth z for each (x,y) position on the polygon. ● If z >depth(x,y), then depth(x, y) = z, refresh(x, y) = Isurf(x,y). where Ibackground is the value for the bacground intensity and Isurf(x,y), is the projected intensity value for the surface at (x,y).
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Depth-Buffer (z-Buffer) Calculations.
Depth values for a surface position (x,y) are calculated from the plane equation z-value for the horizontal next position z-value down the edge (starting at top vertex) Y Y-1 X X+1 top scan line Left edge intersection bottom scan line
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Scan-Line Method S1 S1 S2 yv B E F Scan Line 1 A Scan Line 2
G xv
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Depth-Sorting Algorithm (Painter’s Algorithm)
This method performs the following basic functions: Surfaces are sorted in order of decreasing order. Surfaces are scan converted in order, starting with the surface of greatest.
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Depth-Sorting Algorithm (Painter’s Algorithm)
Simple approach: render the polygons from back to front, “painting over” previous polygons:
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Depth-Sorting Algorithm (Painter’s Algorithm)
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Depth-Sorting Algorithm (Painter’s Algorithm)
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Painter’s Algorithm: Problems
Intersecting polygons present a problem Even non-intersecting polygons can form a cycle with no valid visibility order:
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Analytic Visibility Algorithms
Early visibility algorithms computed the set of visible polygon fragments directly, then rendered the fragments to a display: Now known as analytic visibility algorithms
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Analytic Visibility Algorithms
What is the minimum worst-case cost of computing the fragments for a scene composed of n polygons? Answer: O(n2)
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Analytic Visibility Algorithms
So, for about a decade (late 60s to late 70s) there was intense interest in finding efficient algorithms for hidden surface removal We’ll talk about two: Binary Space-Partition (BSP) Trees
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Binary Space Partition Trees (1979)
BSP tree: organize all of space (hence partition) into a binary tree Preprocess: overlay a binary tree on objects in the scene Runtime: correctly traversing this tree enumerates objects from back to front Idea: divide space recursively into half-spaces by choosing splitting planes Splitting planes can be arbitrarily oriented
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BSP Trees: Objects
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BSP Trees: Objects
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BSP Trees: Objects
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BSP Trees: Objects
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BSP Trees: Objects
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Rendering BSP Trees renderBSP(BSPtree *T) BSPtree *near, *far;
if (eye on left side of T->plane) near = T->left; far = T->right; else near = T->right; far = T->left; renderBSP(far); if (T is a leaf node) renderObject(T) renderBSP(near);
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Rendering BSP Trees
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Polygons: BSP Tree Construction
Split along the plane containing any polygon Classify all polygons into positive or negative half-space of the plane If a polygon intersects plane, split it into two Recurse down the negative half-space Recurse down the positive half-space
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Notes About BSP Trees No bunnies were harmed in our example.
But what if a splitting plane passes through an object? Split the object; give half to each node: Ouch
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BSP Demo Nice demo:
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Summary: BSP Trees Advantages: Disadvantages: Simple, elegant scheme
Only writes to framebuffer (i.e., painters algorithm) Thus very popular for video games (but getting less so) Disadvantages: Computationally intense preprocess stage restricts algorithm to static scenes Worst-case time to construct tree: O(n3) Splitting increases polygon count Again, O(n3) worst case
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UBI 516 Advanced Computer Graphics
OpenGL Visibility Detection Functions
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OpenGL Backface Culling
glEnable(GL_CULL_FACE); glCullFace(mode); // mode: GL_BACK, GL_FRONT, GL_FRONT_AND_BACK :-o glDisable(GL_CULL_FACE);
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OpenGL Depth Buffer Functions
Set display Mode glutDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); Clear screen and depth buffer every time in the display function glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); Enable/disable depth buffer glEnable( GL_DEPTH_TEST ); glDisable( GL_DEPTH_TEST );
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OpenGL Depth-Cueing Function
We can vary the brigthness of an object glEnable ( GL_FOG ); glFogi ( GL_FOG_MODE, mode); // modes: GL_LINEAR, GL_EXP or GL_EXP glDisable ( GL_FOG );
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