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Hidden Line Removal Applying vector algebra to the problem of removing hidden lines from wire-frame models
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Convex objects We first focus on modeling convex objects One “outward face” cannot hide another So visible faces can be drawn in any order Examples: barn, cube, and dodecahedron
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A non-convex object part of this face is hidden by that face eye of viewer
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2D Polygons in 3D space A polygon is a 2-dimensional figure Its edges and corner-points are coplanar It’s a bounded region of an infinite plane Any plane in 3-space can be described by an first-degree (linear) algebraic equation: ax + by + cz = d Alternatively, using vector algebra, a plane can be described using a reference-point Q and a direction-vector N = (a, b, c), as: N QP = 0
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Face-Planes of solid objects Any plane surface has two sides When a plane is a surface of a solid object it has an “inside” surface and an “outside” surface (a viewer sees the “outside” one) frontback viewer
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Angles and cosines An angle of 90-degrees is a “right” angle Angles less than 90-degrees are “acute” And angles over 90-degrees are “obtuse” right angleacute angle obtuse angle cosine = 0 cosine > 0 cosine < 0
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Vectors and dot-products Vectors u = (u x, u y, u z ) and v = (v x, v y, v z ) have a dot-product: uv = u x v x + u y v y + u z v z A vector’s length ║u║ equals sqrt( uu ) A dot-product is related to the cosine of the angle θ between the two vectors: uv = ║u║║v║cosine(θ) So sign of dot-product tells angle’s type
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Visibility of face-planes N = outward pointing normal vector D = direction vector (from plane toward viewer’s eye) D N DN > 0 (acute angle θ) outer surface is visible θ
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“Hidden” face-plane N θ D N = outward pointing normal vector D = direction vector (from plane toward viewer’s eye) DN < 0 (obtuse angle θ) outer surface is hidden
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Format of model’s data-set Added data needed to describe our model Number and Location of vertices as before Edge-list is no longer needed (zero edges) Face-list is the new information to be add Each face is a polygon: number of sides, list of vertices in counter-clockwise order (as viewed from the outside of the model), and the face-color to be used for the face
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Example data-set: cube 0 1 2 34 5 6 7 4-sided: 0, 1, 2, 3 (blue) 4-sided: 1, 0, 7, 6 (green) 4-sided: 2, 5, 4, 3 (cyan) 4-sided: 4, 5, 6, 7 (red) 4-sided: 6, 5, 2, 1 (magenta) Face-List (6 faces) The vertices of each face should be listed in counterclockwise order (an seen from the outside of the cube)
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Why counterclockwise order? We need to compute the outward-pointing “normal” vector for each polygonal face (to determine if that outward face is visible) That normal vector is easily computed (as a vector cross-product) if the vertices are listed in counterclockwise order
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Recall the cross-product: u×v If u = ( u x, u y, u z ) and v = ( v x, v y, v z ), then w = u×v is given by these formulas: w x = u y v z – u z v y w y = u z v x – u x v z w z = u x v y – u y v x Significance: cross-product w makes a 90-degree angle with both u and v (so it’s normal to a plane containing u and v)
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Three consecutive vertices V0 V1 V2 p q p = v1 – v0 q = v2 – v1 p×q will be the outward-pointing normal vector (if v0, v1, v2 occurred in counterclockwise order) p×q
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Remembering u x v Here’s a “trick” students use to remember the formula for computing a cross-product It’s based on the “cofactor expansion” rule for 3x3 determinants: a b c e f d f d e d e f = a - b + c g h i h i g i g h
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Applying this “trick” i = (1,0,0), j = (0,1,0), k = (0,0,1) u = (u x,u y,u z ) v = (v x,v y,v z ) i j k u x v = u x u y u z v x v y v z = ( u y v z – u z v y, u z v x – u x v z, u x v y – u y v x )
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Demo program Our ‘filldemo.cpp’ application reads in the data for a 3D model, determines which of its polygonal faces are visible to a viewer, fills each visible face in its specified color, and then draws the edges of visible faces Datasets: plato.dat, redbarn.dat, plane.dat Also two models for a non-convex object: corner1.dat and corner2.dat (same object)
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The ‘bitblit’ technique Our ‘filldemo’ program achieves its smooth animation, not with ‘page-flipping’, but with the so-called ‘bitblit’ method This approach has the advantage that it avoids dependency on Radeon hardware (e.g., using the CRTC_START register)
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How ‘bitblit’ is used VRAM Visible page (page 0) Drawing page (page 1) CRTC_START All the drawing is done to page 1 (which never gets displayed) Then after an image has is fully drawn, it is rapidly copied to page 0 (‘bitblit’) (never gets changed)
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In-class exercises Try to create the data-sets for some “more interesting” 3D objects, (by writing a C++ program to generate the object’s vertices and the face-lists) Example: An octagonal prism –Divide a circle into eight equal-size angles –Use sine and cosine to locate upper vertices –Use sine and cosine to locate lower vertices –Use number-patterns to generate its ten face-planes
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