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CGMB 314 Intro to Computer Graphics. Fill Area Primitives. Filling 2D Shapes. How do we fill shapes?. Texture Fill. Pattern Fill. Solid Fill. Filling 2D Shapes (cont…). Some requirements A digital representation of the shape The shape must be closed
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CGMB 314Intro to Computer Graphics Fill Area Primitives
Filling 2D Shapes • How do we fill shapes? Texture Fill Pattern Fill Solid Fill
Filling 2D Shapes (cont…) • Some requirements • A digital representation of the shape • The shape must be closed • It must have a well defines inside and outside • A test for determining if a point is inside or outside of the shape • A rule or procedure for determining the colors of points inside the shape
Representing Filled Shapes • Digital images • Inside determined by a color or range of colors Original Image Pink pixels have been filled with yellow
Representing Filled Shapes (cont…) • A digital outline and a seed point indicating the interior Digital outline and seed points Filled outlines
Representing Filled Shapes (cont…) • An implicit function representing a shape’s interior The inside of a circle of radius R The inside of a unit square
Representing Filled Shapes (cont…) • An equation or list of edges representing a shape’s boundary and a rule for determining its interior • E.g. • Edge list • Line from (0,0) to (1,0) • Line from (1,0) to (1,1) • Line from (1,1) to (0,1) • Line from (0,1) to (1,1) • Rule for interior points • All points to the right of all of the (ordered) edges
Representing Filled Shapes (cont…) • Edge list • Line from (0,0) to (1,0) • Line from (1,0) to (1,1) • Line from (1,1) to (0,1) • Line from (0,1) to (1,1) • Rule for interior points • All points to the right of all of the (ordered) edges Ordered edges
Representing Filled Shapes (cont…) • Edge list • Line from (0,0) to (1,0) • Line from (1,0) to (1,1) • Line from (1,1) to (0,1) • Line from (0,1) to (1,1) • Rule for interior points • All points to the right of all of the (ordered) edges Filled shape
Fill Options • How to set pixel colors for points inside the shape? Texture Fill Pattern Fill Solid Fill
Seed Fill • Approach • Select a seed point inside a region • Move outwards from the seed point, setting neighboring pixels until the region is filled Seed point Move outwards to neighbors Stop when the region is filled
Selecting the Seed Point • Difficult to place the seed point automatically • Seed fill works best in an interactive application where the user sets the seed point What is the inside of this shape? * It depends on the user’s intent
Seed Fill • Basic algorithm select seed pixelinitialize a fill list to contain seed pixelwhile (fill list not empty) { pixel get next pixel from fill list setPixel(pixel) for (each of the pixel’s neighbors) { if (neighbor is inside region AND neighbor not set) add neighbor to fill list } }
Which neighbors should be tested? • There are two types of 2D regions • 4-connected region (test 4 neighbors) • Two pixels are 4-connected if they are vertical or horizontal neighbors • 8-connected region (test 8 neighbors) • Two pixels are 8-connected if they are vertical, horizontal, or diagonal neighbors
Which neighbors should be tested? • Using 4-connected and 8-connected neighbors gives different results Magnified area Fill using 4-connected neighbors Original boundary Fill using 8-connected neighbors
When is a Neighbor Inside the Region? • There are two types of tests, resulting in two filling approaches • Boundary fill • Flood fill
Boundary Fill • Fill condition • The region is defined by a set of boundary pixels • A neighbor of an inside pixel is also inside if it is not a boundary pixel Seed pixel Boundary pixel Original image and seed point Image after 4-connected boundary fill
Flood Fill • Fill condition • The region is defined by a patch of like-colored pixels • A neighbor of an inside pixel is also inside if its color is within a range of the seed pixel’s original color • The range of inside colors can be specified in the application Seed pixel Original image and seed point Image after 4-connected flood fill
Improving Performance • Problems with the basic algorithm • We don’t know how big the fill list should be • Worst case, all the image pixels • Slow • Pixels may be checked many times to see if they have already been set (especially for 8-connected regions)
Improving Performance (cont…) • Use coherence (logical connection) to improve performance and reduce memory requirements • Neighbor coherence • Neighboring pixels tend to be in the same region • Span coherence • Neighboring pixels along a given scan line tend to be in the same region • Scan-line coherence • The filling patterns of adjacent scan lines tends to be similar
Improving Performance (cont…) • Span-based seed fill algorithm Seed point
Improving Performance (cont…) • Span-based seed fill algorithm • Start from the seed point • Fill the entire horizontal span of pixels inside the region Seed point
Improving Performance (cont…) • Span-based seed fill algorithm • Determine spans of pixels in the rows above and below the current row that are connected to the current span • Add the left-most pixel of these spans to the fill list
Improving Performance (cont…) • Span-based seed fill algorithm • Repeat until the fill list is empty
Improving Performance (cont…) • Span-based seed fill algorithm • Repeat until the fill list is empty
Improving Performance (cont…) • Span-based seed fill algorithm • Repeat until the fill list is empty
Improving Performance (cont…) • Span-based seed fill algorithm • Repeat until the fill list is empty
Filling Axis-Aligned Rectangles • An axis-aligned rectangle is defined by its corner points (Xmin, Ymin) and (Xmax, Ymax) (Xmax, Ymax) (Xmin, Ymin)
Filling Axis-Aligned Rectangles • Filling can be done in a nested loop for (j = Ymin, j < Ymax, j++) { for (i = Xmin, i < Xmax, i++) { setPixel(i, j, fillColor) } } (Xmax, Ymax) (Xmin, Ymin)
Filling General Polygons • Representing general polygons • Defined by a list of connected line segments • The line segments must form a closed shape (i.e. the boundary must connected) • General polygons • Can be self intersecting • Can have interior holes
Filling General Polygons • Specifying the interior • Must be able to determine which points are inside the polygon • Need a fill rule
Filling General Polygons • Specifying the interior • There are two commonly used fill rules • Even-odd parity rule • Non-zero winding rule Filled using even-odd parity rule Filled using none-zero winding rule
Even-odd Parity Rule • To determine if a point P is inside or outside • Draw a line from P to infinity • Count the number of times the line crosses an edge • If the number of crossing is odd, the point is inside • If the number of crossing is even, the point is outside
Non-zero Winding Number Rule • The outline of the shape must be directed • The line segments must have a consistent direction so that they formed a continuous, closed path
Non-zero Winding Number Rule • To determine if a points is inside or outside • Determine the winding number (i.e. the number of times the edge winds around the point in either a clockwise or counterclockwise direction) • Points are outside if the winding number is zero • Point are inside if the winding number is not zero
Non-zero Winding Number Rule • To determine the winding number at a point P • Initialize the winding number to zero and draw a line (e.g. horizontal) from P to infinity • If the line crosses an edge directed bottom to up • Add 1 to the winding number • If the line crosses an edge directed top to bottom • Subtract 1 from the winding number
Inside-Outside Tests • The non-zero winding number rule and the even-odd parity rule can give different results for general polygons • When polygons self intersect • When polygons have interior holes Even-odd parity Non-zero winding
Inside-Outside Tests • Standard polygons • Standard polygons (e.g. triangles, rectangles, octagons) do not self intersect and do not contain holes • The non-zero winding number rule and the even-odd parity rule give the same results for standard polygons
Shared Vertices • Edges share vertices • If the line drawn for the fill rule intersects a vertex, the edge crossing would be counted twice • This yields incorrect and inconsistent even-odd parity checks and winding numbers Line pierces the outline- Should count as one crossing Line grazes the outline- Should count as no crossings
Dealing with Shared Vertices • Check the vertex type (piercing or grazing) • If the vertex is between two upwards or two downwards edges, the line pierces the edge • Process a single edge crossing • If the vertex is between an upwards and a downwards edge, the line grazes the vertex • Don’t process any edge crossings Vertex between two upwards edges- Process a single crossing Vertex between upwards and downwards edges- Process no crossings
Dealing with Shared Vertices • Ensure that the line does not intersect a vertex • Use a different line if the first line intersects a vertex • Could be costly if you have to try several lines • If using horizontal scan line for the inside-outside test • Preprocess edge vertices to make sure that none of them fall on a scan line • Add a small floating point value to each vertex y-position
Filling Polygons via Boundary Fill • Polygons are defined by their edges
Filling Polygons via Boundary Fill • Polygons are defined by their edges • Use a line drawing algorithm to draw edges of the polygon with a boundary color
Filling Polygons via Boundary Fill • Polygons are defined by their edges • Fill the inside of the polygon using a boundary fill
Filling Polygons via Boundary Fill • Problems • Pixels are drawn on both sides of the line • The polygon contains pixels outside of the outline • Polygons with shared edges will have overlapping pixels • Efficiency • Drawing outlines and then filling can be less efficient that combining the edge drawing and filling in one step
Raster-Based Filling • Fill polygons in raster-scan order • Fill spans of pixels inside the polygon along each horizontal scan line • More efficient addressing by accessing spans of pixels • Only test pixels at the span endpoints
Raster-Based Filling • For each scan line • Determine points where the scan line intersects the polygon
Raster-Based Filling • For each scan line • Set pixels between intersection points (using a fill rule) • Even-odd parity rule: set pixels between pairs of intersections • Non-zero winding rule: set pixels according to the winding number
Raster-Based Filling • Basic algorithm (with even-odd parity rule) for (each scan line, j) {find the x-intersections between the scan line and each edgesort the x-intersections by increasing x-valuefor (each pair of intersection points, x1 and x2) { while (x1 < i < x2) setPixel(i, j, fillColor) } }
Conventions for Setting Edge Pixels • Adjacent polygons share edges • When rendered, some pixels along the edges are shared • Need to know what color to use for shared edge pixels