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Visible Surface Determination

Visible Surface Determination. CS32310 H Holstein Oct 2012. Visible Surface Determination. Hidden surface removal Why? Occlusion from view point General approach Depth sort. Sorting can be carried out in

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Visible Surface Determination

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  1. Visible Surface Determination CS32310 H Holstein Oct 2012

  2. Visible Surface Determination • Hidden surface removal • Why? • Occlusion from view point • General approach • Depth sort

  3. Sorting can be carried out in • image precision - that is, a decision is made at each pixel, at screen resolution, asto which surface the pixel represents, and thus, how it is to be rendered. • object precision - that is, decisions are based on the geometry of the objects, irrespective of screen resolution, but dependent (in practice) of the available floating point precision. • a mixture of object precision (eliminate certain surfaces from consideration) and image precision (resolve the remaining conflicts at the pixel level).

  4. If variable resolution is required (zooming), • then image precision methods have to be reworked entirely, • while object precision methods (using sorting independently of image resolution) can use their previous results, and need only render on the finer (or coarser) pixel grid.

  5. Complexity • If a scene has n surfaces, we might expect an object precision algorithm to take O(n2) time, since every surfaces may have to be tested against every other surface for visibility. • On the other hand, if the are N pixels, we might expect an image precision algorithm to take O(nN) time, since every pixel may have to be tested for the visibility in n surfaces. • Since the number of pixels N usually greatly exceeds the number of surfaces, the number of decisions to be made is much fewer in the object precision case.

  6. Complexity continued • Different algorithms try to reduce these basic counts. • Thus, one can consider bounding volumes (or “extents”) to determine roughly whether objects cannot overlap – this reduces the sorting time. • With a good sorting algorithm, O(n2) may be reducible to a more manageable O(n log n). • Concepts such as depth coherence (the depth of a point on a surface may be predicable from the depth known at a nearby point) can cut down the number of arithmetic steps to be performed.

  7. z-Buffer approach • Image precision algorithms may benefit from hardware acceleration. • The z-buffer algorithm requires a depth buffer (z-buffer) d[x][y] to record the nearest the rendering of the nearest point encountered so far, to by placed at pixel (x,y). • The algorithm relies on the fact that if a nearer object occupying (x,y) is found, then the depth buffer is overwritten with the rendering information from this nearer surface.

  8. z-Buffer algorithm • Image precision algorithms may benefit from hardware acceleration. • The z-buffer algorithm requires a depth buffer (z-buffer) d[x][y] to record the nearest the rendering of the nearest point encountered so far, to by placed at pixel (x,y). • The algorithm relies on the fact that if a nearer object occupying (x,y) is found, then the depth buffer is overwritten with the rendering information from this nearer surface.

  9. for (every pixel) { // initialize the colour to the background // initialize the depth buffer to “far” for every pixel [x][y] for (each facet F){ for (each pixel (x,y) on the facet) if (depth(x,y) < buffer[x][y]){ // F is closest so far set pixel(x,y) to colour of F; d[x][y] = depth(x,y); } } } }

  10. z-Buffer: pros & cons • Advantages • Very general - deals with intersecting surfaces of arbitrary shape • can benefit from depth coherence • allows incremental building up of picture in any order • can be implemented in hardware • Disadvantages • Large amount of memory needed (for depths) • Brute force • Same pixel may be rendered many times

  11. Warnock’s algorithm • Based on quadrant subdivision • a divide and conquer strategy. • If a region is “simple”, render it, otherwise subdivide into four parts. • Decision strategies as to whether a region is “simple” are crucial to efficiency. • Subdivisions can proceed to pixel level. • trade-off between the complexity of testing each facet and doing further subdivision.

  12. colour = proc(F) if (size < 1) return ; // nothing to draw if (size == 1) draw closest pixel; else if isSimple(F) colour(F); else { colour(NW); //recursivecalls colour(NE); colour(SW); colour(SE);}

  13. Warnock’s alg.: pros & cons Of historical interest! • Advantage • Simple to implement • Disadvantages • Enforces a seemingly haphazard rendering order (unimportant if results are assembled in a buffer) • Scanline coherence difficult to apply • Subdivisions may be forced to pixel level

  14. Only some subdivisions are shown. • The intersection between the pyramid and block can be solved • either geometrically, • or by subdivision • until a solution • becomes feasible.

  15. Painter’s algorithm • As each facet is painted into the frame buffer, its colour paints over whatever was drawn there before, just as a painter covers old layers of paint with new ones. • Thus, the colour shown at a pixel is the most recently drawn colour. (i) depth-sort the facets (ii) paint entire facets, in order, from the farthest to the closest.

  16. Painter’s algorithm • The algorithm works in this simple form only if the surfaces have disjoint depth extents. • When the extents overlap, it may be possible to partition the surfaces into disjoint extents, e.g. as is done in a BSP tree (see below). Painter’s algorithm fails: Neither surface is fully in front or behind the other.

  17. BSP trees – binary space partition • Binary tree sort • Recursive • Build the tree • Insert nodes, in some order, in the left or right sub-tree, according to potential occlusion by root • Traverse tree • according to view

  18. BSP trees – binary space partition • This algorithm uses the concept of “facet plane” • associated with each facet of every solid object in the scene. • A facet plane is an infinite plane containing a planar facet of a solid object, • It partitions the space into regions “in front of” and “to the back of” the facet plane. • “In front of” is determined by the outward facet normal.

  19. BSP trees – append new node Insert a node for facet CD, when CD is in the front half-space of the root facet AB. Sub-tree root AB AB CD Append on the right A Back half-space Inside of AB D B C Normal (outward) Front half-space Outside of AB

  20. BSP trees – append new node Insert a node for facet CD, when CD is in the back half-space of the root facet AB. Sub-tree root AB AB AB D CD C Append on the left A Back half-space Inside of AB B Normal (outward) Front half-space Outside of AB

  21. BSP trees – append new node Insert nodes for facet CD, when CD is cut by the plane of the root facet. Sub-tree root AB AB AB CE ED D Append sub-facets on the left and right E C A Back half-space Inside of AB B Normal (outward) Front half-space Outside of AB

  22. Plane B of facet A cuts facet C. Need to calculate the partitions of C. B A C

  23. BSP trees – Build Tree Example

  24. BSP trees – Build Tree Example Tree construction Start with an arbitrary facet (1), and put into the root. Facet 1 divides the space into “front” and “back”, according to the outward normal. • Facet 2 lies behind 1, insert 2 to the left of 1. • Facet 3 lies behind 1, (go left); behind 2, insert left of 2. • Facet 4 lies bh 1, (left); bh 2, (left); bh 3, insert left of 3 • Facet 5 lies bh 1; bh 2; in front 3, insert right of 3 • Facet 6 lies bh 1; bh 2; in fr 3; bh 5, insert left of 5

  25. BSP trees – Build Tree Example Insertion of facet 7 • Facet 7 lies bh 1; bh 2; to the left of 1. • Facet 7 lies both behind 3 and in front of 3, so split 7 into 7a In front of 3) and 7b (behind 3). Insert both portions, starting at node 3. • Facet 7a lies in fr 3 (right); bh 5, (left); bh 6, insert left of 6 • Facet 7b lies bh 3; bh 4; insert left of 4

  26. BSP trees – Build Tree Example Insertion of facet 8 • Facet 8 lies bh 1; bh 2; to the left of 1. • Facet 8 lies both behind 3 and in front of 3, so split 8 into 8a (In front of 3) and 8b (behind 3). Insert both portions, starting at node 3. • Facet 8a lies in fr 3; bh 5, (left); bh 6; bh 7a, insert left of 7a • Facet 8b lies bh 3; bh 4; bh 7b, insert left of 7b

  27. Tree build - Comments • Build the BSP tree in this way • Possibly for several objects • The tree is view-independent, • Depends only on the way each facet partitions the space into two halves • Shape of tree affected by order of facet node insertion • This may affect facet sub-partitioning • Does not affect the semantics

  28. Tree Traversal • View dependent • For each facet, there is a viewing vector • Possibly constant, as in parallel projection • Possibly position vector dependent, as in perspective projection • For each facet, the outward normal is required • View direction and normal determine whether the facet is forward or back facing to the viewer • Traversal influenced at each facet node by forward/back facing property to viewer

  29. BSP trees – traversal: root front facing CD could obscure something on the plane through AB or behind it: CD X first render AB (root) and then CD A D Root C B AB Normal (outward) Viewing point 29

  30. BSP trees – traversal: root front facing F Something on the plane through AB could obscure EF: EF E X first render EF and then AB (root) A Root B AB Normal (outward) Viewing point

  31. BSP trees – traversal: root front facing F 3 2 1 E 1. First render EF (behind root) 2. then AB (root) 3. then CD (front of root) X Left sub-tree A A D Root C B Normal (outward) Right sub-tree Viewing point

  32. BSP trees – traversal: root front facing 1 3 • When the root is seen as forward facing(+), carry out a Left-Root-Right recursive traversal • Render the left sub-tree, then the root, then the right sub-tree 2+ behind root In front of root

  33. BSP trees – traversal: root front facing 1 3 • When the root is seen as forward facing(+), carry out a Left-Root-Right recursive traversal • Render the left sub-tree, then the root, then the right sub-tree 2+ behind root In front of root

  34. BSP trees – traversal: root back facing F 3 2 1 E 1. First render EF (front of root) 2. then AB (root) 3. then CD X Right sub-tree Normal (back facing) A A D Root C B Left sub-tree Viewing point

  35. BSP trees – traversal: back facing 3 1 • When the root is seen as back facing(-), carry out a Right-Root-Left recursive traversal • Traversal is ‘in-order’, so take action (render, as required) on second encountering with the root. 2- behind root In front of root

  36. BSP trees – traversal: back facing 3 1 • When the root is seen as back facing(-), carry out a Right-Root-Left recursive traversal • Traversal is ‘in-order’, so take action (render, as required) on second encountering with the root. 2- behind root In front of root

  37. BSP trees – node splitting Traversal will not encounter cases in which a facet is neither totally in front or behind the root facet, because of prior node splitting. Sub-tree root AB AB AB CE ED D Previously append sub-facets on the left and right E C A Back half-space B Normal (outward) Front half-space

  38. BSP trees – traversal

  39. BSP tree example – traversal Traversal convention L: Left link, R: Right link

  40. BSP tree example – traversal Traversal convention L: Left link, R: Right link

  41. BSP tree example – traversal Traversal convention L: Left link, R: Right link Traversal sequence (by rows):

  42. BSP tree example – traversal The facets in this sequence are: -1, -4, -8b, +7b, +3, -5, -8a, +7a, +6, +2 Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2 Traversal sequence (by rows):

  43. BSP tree example – traversal Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2

  44. BSP tree example – traversal Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2

  45. BSP tree example – traversal Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2

  46. BSP tree example – traversal Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2

  47. BSP tree example – traversal Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2

  48. BSP tree example – traversal Of these, only the ‘+’ facets are forward facing, so the final rendering sequence is +7b, +3, +7a, +6, +2

  49. Backface culling • This was considered in the lecture notes on projections • Easy to apply • Object precision method – can sometimes be used with other algorithms to reduce the facet candidates that need to be considered for visible surface determination (e.g. z-buffer). • An integral part of the BSP-tree method.

  50. Backface culling – a comment • In perspective view, different parts of a plane would have different viewing directions

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