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From Vertices to Fragments II. Software College, Shandong University Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com. Review. Cyrus-Beck clipping algorithm; Liang-Barsky clipping algorithm; Sutherland-Hodgman polygon clipping; DDA line algorithm; Bresenham’s line algorithm;.
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From Vertices to Fragments II Software College, Shandong University Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com
Review • Cyrus-Beck clipping algorithm; • Liang-Barsky clipping algorithm; • Sutherland-Hodgman polygon clipping; • DDA line algorithm; • Bresenham’s line algorithm;
Objectives • Rasterization: Polygon scan conversion algorithm; • Hidden surface removal • Aliasing
Polygon Scan Conversion • Scan Conversion = Fill • How to tell inside from outside • Convex easy • Nonsimple difficult • Odd even test • Count edge crossings • Winding number odd-even fill
Winding Number • Count clockwise encirclements of point • Alternate definition of inside: inside if winding number 0 winding number = 1 winding number = 2
OpenGL & Concave Polygon • OpenGL can only fill convex polygon correctly
OpenGL & Concave Polygon // create tessellator GLUtesselator *tess = gluNewTess(); // describe non-convex polygon gluTessBeginPolygon(tess, user_data); // first contour gluTessBeginContour(tess); gluTessVertex(tess, coords[0], vertex_data); ... gluTessEndContour(tess); ... gluTessEndPolygon(tess); // delete tessellator after processing gluDeleteTess(tess);
Filling in the Frame Buffer • Fill at end of pipeline • Convex Polygons only • Nonconvex polygons assumed to have been tessellated • Shades (colors) have been computed for vertices (Gouraud shading) • Combine with z-buffer algorithm • March across scan lines interpolating shades • Incremental work small
Using Interpolation C1 C2 C3 specified by glColor or by vertex shading C4 determined by interpolating between C1 and C2 C5 determined by interpolating between C2 and C3 interpolate between C4 and C5 along span C1 C4 C2 scan line C5 span C3
Flood Fill • Fill can be done recursively if we know a seed point located inside (WHITE) • Scan convert edges into buffer in edge/inside color (BLACK) flood_fill(int x, int y) { if(read_pixel(x,y)= = WHITE) { write_pixel(x,y,BLACK); flood_fill(x-1, y); flood_fill(x+1, y); flood_fill(x, y+1); flood_fill(x, y-1); } } //4 directions
Flood Fill //8 directions
1 2 Flood Fill with Scan Line Stack 2 2 2 1 2 2 2 3 2 2 2 2 3 1 0
Scan Line Fill • Can also fill by maintaining a data structure of all intersections of polygons with scan lines • Sort by scan line • Fill each span vertex order generated by vertex list desired order
Scan line filling • For each scan line: • Find the intersections of the scan line with all edges of the polygon; • Sort the intersections by increasing x-coordinate; • Fill in all pixels between pairs of intersections. Problem: Calculating intersections is slow. Solution: Incremental computation / coherence
Coherence of Region Trapezoid: inside and outside
Coherence of Scan Line • e is an integer; ≥e ≥ • Intersections number is even; • are inside; inside inside inside
Coherence of Edge • Intersection points of d is le and ld The number of le = ld and are on the same edge y63 e d y24
Coherence of Edge • Observation: Not all edges intersect each scanline. • Many edges intersected by scanline i will also be intersected by scanline i+1 • Formula for scanline s is y = s, for an edge is y = mx + b • Their intersection is s = mxs + b --> xs = (s-b)/m • For scanline s + 1, xs+1 = (s+1 - b)/m = xs + 1/m • Incremental calculation: xs+1 = xs + 1/m
Data Structure Edge index table ET Active Edge List AEL Node: ymax The max coord y; x The bottom x coord of edge in ET, the intersection x of edge and scan line in AEL. Δx 1/m next the next node Where is the end of one edge while scanning Initial x Current scan line and edge intersection When y=y+1, x=x+1/m Next edge
Data Structure ET 6 5 2 1 y
AEL AELat y=3 scan line e0 e5 -5/3 5 5 2 4 14 AEL AELat y=2 scan line e0 e5 -5/3 5 4 7 2 12 Data Structure AEL AEL is the edges list which intersect with current scan line, the next intersection can be computed by: 2 x 1/m ymax Active Edge List Edge list is ordered according x increasing
Algorithm Construct the Edge Table (ET); Active Edge List (AEL) = null; for y = Ymin to Ymax Merge-sort ET[y] into AEL by x value Fill between pairs of x in AEL for each edge in AEL if edge.ymax = y remove edge from AEL else edge.x = edge.x + dx/dy sort AEL by x value end scan_fill
Hidden Surface Removal • Object-space approach: use pairwise testing between polygons (objects space) • Worst case complexity O(n2) for n polygons partially obscuring can draw independently
Image Space Approach • Look at each projector (nm for an nxm frame buffer) and find closest of k polygons • Complexity O(nmk) • Ray tracing • z-buffer • Fast but with low paint quality
Painter’s Algorithm • Render polygons a back to front order so that polygons behind others are simply painted over Fill B then A B behind A as seen by viewer
Depth Sort • Requires ordering of polygons first • O(n log n) calculation for ordering • Not every polygon is either in front or behind all other polygons • Order polygons and deal with easy cases first, harder later Polygons sorted by distance from COP
Easy Cases • (1) A lies behind all other polygons • Can render • (2) Polygons overlap in z but not in either x or y • Can render independently
Hard Cases cyclic overlap (3) Overlap in all directions but can one is fully on one side of the other (4) penetration
Back-Face Removal (Culling) face is visible iff 90 -90 equivalently cos 0 or v• n 0 plane of face has form ax + by +cz +d =0 but after normalization n = ( 0 0 1 0)T need only test the sign of c In OpenGL we can simply enable culling but may not work correctly if we have nonconvex objects
z-Buffer Algorithm • Use a buffer called the z or depth buffer to store the depth of the closest object at each pixel found so far • As we render each polygon, compare the depth of each pixel to depth in z buffer • If less, place shade of pixel in color buffer and update z buffer
Efficiency • If we work scan line by scan line as we move across a scan line, the depth changes satisfy ax+by+cz=0 Along scan line y = 0 z = - x In screen spacex = 1
Scan-Line Algorithm • Can combine shading and hsr through scan line algorithm scan line i: no need for depth information, can only be in no or one polygon scan line j: need depth information only when in more than one polygon
Implementation • Need a data structure to store • Flag for each polygon (inside/outside) • Incremental structure for scan lines that stores which edges are encountered • Parameters for planes for intersections
Visibility Testing • In many real-time applications, such as games, we want to eliminate as many objects as possible within the application • Reduce burden on pipeline • Reduce traffic on bus • Partition space with Binary Spatial Partition (BSP) Tree
Simple Example consider 6 parallel polygons top view The plane of A separates B and C from D, E and F
BSP Tree • Can continue recursively • Plane of C separates B from A • Plane of D separates E and F • Can put this information in a BSP tree • Use for visibility and occlusion testing
BSP Algorithm Choose a polygon P from the list. Make a node N in the BSP tree, and add P to the list of polygons at that node. For each other polygon in the list: If that polygon is wholly in front of the plane containing P, move that polygon to the list of nodes in front of P. If that polygon is wholly behind the plane containing P, move that polygon to the list of nodes behind P. If that polygon is intersected by the plane containing P, split it into two polygons and move them to the respective lists of polygons behind and in front of P. If that polygon lies in the plane containing P, add it to the list of polygons at node N. Apply this algorithm to the list of polygons in front of P. Apply this algorithm to the list of polygons behind P.
BSP display Type Tree Tree* front; Face face; Tree *back; End Algorithm DrawBSP(Tree T; point: w) //w 为视点 If T is null then return; endif If w is in front of T.face then DrawBSP(T.back,w); Draw(T.face,w); DrawBSP(T.front,w); Else // w is behind or on T.face DrawBSP(T.front,w); Draw(T.face,w); DrawBSP(T. back,w); Endif end
Aliasing • Ideal rasterized line should be 1 pixel wide • Choosing best y for each x (or visa versa) produces aliased raster lines
Antialiasing by Area Averaging • Color multiple pixels for each x depending on coverage by ideal line antialiased original magnified