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Viewing process so far. define a view systemprojection (parallel or perspective) on to a view-(projection) planea view volume (parallelepiped or pyramid) is defined from projectionclose the view volume. transform the closed pyramid to a parallelepiped (in case of perspective proj.)transform the
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1. Visible Surface DetectionVSD Sometimes also called Hidden Line Hidden Surface Removal
HLHSR
2. Viewing process so far define a view system
projection (parallel or perspective) on to a view-(projection) plane
a view volume (parallelepiped or pyramid) is defined from projection
close the view volume transform the closed pyramid to a parallelepiped (in case of perspective proj.)
transform the parallelepiped to a unit cube with normalized coordinates
perform 3D clipping (in principle, polygon clipping)
3. Intro to VSD In principle, VSD is equal to HLHSR
No best algorithm exists!
Sorting and coherence are important ingrediants
Classification of algorithms:
object-space methods
* use object definitions directly
2) image-space methods (most common)
* use the projected object images
* pixel by pixel decisions
4. Back-face detection/removal A first general step in the VSD process is to detect and remove back-faces
The process (also called culling) compares
the outgoing surface normal from each polygon and compare it with the viewing direction
Then, if the outgoing surface normal of the polygon is in the viewing direction, the polygon is a back-face and can be removed
5. Back-faces,cont’d Typically, if viewing in the negative z-axis direction and using a right-handed system, then
if C=0 (C is the z coefficient in the plane equation) then the polygon is back-faced
For all non-overlapping convex objects (polyhedrons), all hidden surfaces are identified!
Generally, about half of all hidden surfaces are eliminated in this first step.
6. Example,back-faces Assume a slice through an object where N1-N6 are the surface normals of the boundary polygons (left-handed system!)
7. Three VSD techniques Depth-Buffer method (Z-buffer method)
image space method
Scan-Line method
image space method
Depth-Sorting method
object space method
8. Depth-Buffer method Assume
Normalized projection coordinates, 0=x,y,z=1
Right-handed system (looking in the negative z-axis direction)
Polygon surfaces
Only non-transparent (solid) objects
9. Depth-Buffer method,cont’d Requirements:
Two buffers are needed representing all pixel positions:
a depth buffer keeping the (current) z-value (depth) of each pixel
a refresh buffer, typically the frame buffer, keeping the (current) intensity value of each pixel
10. Depth-Buffer method,cont’d Initializations:
the refresh buffer is initiated with the background color
the depth buffer is initiated with z=0 (corresponds to the background depth)
11. Depth-Buffer method,cont’d Strategy:
Each object is processed at a time, each of its projected polygon surfaces is then processed (scan-converted along scan-lines) separately, one point (pixel) at a time.
A pixel is written in the refresh buffer only if its depth position is nearer than the currently registered value for that position in the depth buffer
12. Depth-Buffer method,cont’d
13. Depth-Buffer method,cont’d Basic algorithm part for testing a pixel, (x,y,z), in a projected polygon with a given intensity, color:
if z > depthbuffer(x,y) then
begin
framebuffer(x,y):=color;
depthbuffer(x,y):=z;
end;
14. Depth-Buffer method,cont’d After all objects with their projected polygon surfaces have been scan-converted in this way, the correct image is in the refresh buffer
Time-consuming (problem in real-time applications) and memory demanding (less of a problem today)
15. Depth-Buffer method,cont’d Important to make use of coherence properties when testing all the points in the scan-conversion of polygons
Instead of explicitly calculating the depth (z-) value for each point direct from the plane equation for the polygon, some kind of recursive process for getting the depth values will help significally
16. Depth-Buffer method,cont’d Assume plane equation:
Ax + By + Cz + D = 0
Then, the depth in (x1,y1):
z1 = (-Ax1 - By1 -D)/C
Next point on the same scan-line is (x1+1,y1) with depth:
z2 = [-A(x1+1) - By1 -D]/C
This gives: z2 = z1 - A/C, where A/C is constant for the whole polygon!
17. Depth-Buffer method,cont’d Similar when changing scan-line (assume down the left side of the polygon with an edge slope m):
z1 = (-Ax1 - By1 - D)/C and
z2 = [-A(x1 - 1/m) - B(y1 - 1) - D]/C
that gives: z2 = z1 + (A/m + B)/C
(if vertical edge, then z2 = z1 + B/C)
18. A-buffer method an extension of the depth-buffer method
can also deal with transparent objects
needs to accumulate several intensity values in each position
each position references a linked list of surfaces
the final pixel color will be completed as a combination of different surface data
19. Scan-Line method An extension of the Scan-Line algorithm for polygon filling in 2D
For each scan-line, all polygon intersections are examined to decide which one is the visible one (i.e. the one with the least depth)
The record structure for edges in the 2D case then needs to be extended
20. Scan-Line method,cont’d Edge record:
endpoint coord’s
slope inverse
polygon reference Polygon record:
plane equation
surface properties, e.g. intensity
flag (false before each new scan-line; true when scanning inside the polygon
reference to edges
21. Scan-Line method,cont’d For each scan-line, an active list of edge records is sorted on increasing x coordinates; the list is maintained and updated in the same way as for 2D filling
22. Scan-Line method,cont’d On a new scan-line, for each edge record, the following is done:
the flag related to the polygon, to which the edge belongs, is inverted, i.e. set to true on entrance of the polygon and set to false when leaving the polygon
for the point determined by the x-value of the edge record and the scan-line (y-value), a depth comparision is done between those polygons having a true flag
23. Scan-Line method,cont’d current intensity is defined by the polygon with the least depth
print pixels on the scan-line by using the current intensity until the x-value of the next edge record is encountered in the list
24. Scan-Line method,cont’d To determine the depth: use the plane equation for the polygon
If no true flag, print the background intensity
If only one active polygon, print the intensity of it
Coherence: intensity is preserved from one scan-line to the next as long as the active list is the same
25. Scan-Line method,cont’d
26. Scan-Line method,cont’d The method works correctly with any number of overlapping polygon surfaces only if surfaces do not cut through or otherwise cyclically overlap each other
27. Depth-Sorting method Also called Painter’s algorithm
Assume viewing in the positive z-direction (left-handed system)
Main idea: The polygons are sorted in priority order (high z-value => low priority), and they are written in the refresh buffer (frame buffer) in reverse priority order.
Polygon parts that are hidden will sooner or later be overwritten
28. Depth-Sorting method,cont’d The priority order is initially based on z-max for each polygon.
Much work to examine overlappings in different respects.
In the (projected) xy-plane, use a rectangle to bound the projection of a polygon => much easier examination
29. Depth-Sorting method,cont’d Algorithm
first, sort the polygons in order of decreasing zmax
Then, compare the first polygon, P, in the list with the rest of the polygons whether there are any overlaps*) in depth. If so, reorder the polygons in the list so that P is exchanged with an overlapped polygon, say Q. Repeat this step with the new list.
30. Depth-Sorting method,cont’d Algorithm,cont’d
When the first polygon in the list is not overlapping , scan convert (i.e. write) the polygon in the refresh (frame) buffer and remove it from the list
Repeat from step 2) until the list is empty
31. Depth-Sorting method,cont’d *) A polygon P is not overlapping a polygon Q if any of the following tests is positive:
No overlapping in depth (zQmax<zPmin)
The bounding rectangles in the xy-plane do not overlap
All vertices in P are lying behind the plane defined by Q
32. Depth-Sorting method,cont’d No overlapping in depth (zQmax<zPmin)
33. Depth-Sorting method,cont’d 2) The bounding rectangles in the xy-plane do not overlap
34. Depth-Sorting method,cont’d All vertices in P are lying behind the plane defined by Q
35. Depth-Sorting method,cont’d All vertices in Q are lying in front of the plane defined by P
The projection of the two polygons on to the projection plane do not overlap
The tests are listed in order of increasing complexity, and the first test that is true means that P and Q are changing places in the list and step 2) is repeated
36. Depth-Sorting method,cont’d All vertices in Q are lying in front of the plane defined by P
37. Depth-Sorting method,example
38. Depth-Sorting example,cont’d The initial polygon list is:
A B C D E F
One correct order in which the polygons are written:
C A E D B F
No guarantee for an unambigous priority order
39. Depth-Sorting problems Similar problems as for the Scan-Line method can also occur here. If two (or more) surfaces obscure each other, we can come into infinite loops. The solution is again to split polygons
40. Comparing the three methods Depth-Buffer is the most general method and clearly the best when the image complexity increases
Depth-Sorting is best when there are only a limited number of objects (polygons)
Obscuring problems with Depth-Sorting and Scan-Line (needs extra processing)
Scan-Line can take advantage of the hardware refresh cycles, but generally only second best