3D Graphics Pipeline II Clipping. Instructor Stephen J. Guy
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1 3D Graphics Pipeline II Clipping Instructor Stephen J. Guy
2 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Clipping 2D Screen Coordinates View Port Transformation 2D Image Coordinates Scan Conversion 2D Image Coordinates Image
3 3D Polygon Rendering - Examples 3 Quake II (Id Software) 10/6/2010
4 3D Polygon Rendering - Examples Architectural Walkthrough 4 10/6/2010
5 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Clipping 2D Screen Coordinates View Port Transformation 2D Image Coordinates Scan Conversion 2D Image Coordinates Image
6 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Clipping 2D Screen Coordinates View Port Transformation 2D Image Coordinates Scan Conversion 2D Image Coordinates Image
7 Viewing Summary Camera transformations Map 3D world coordinates to 3D camera coordinates Matrix has camera vectors as columns Projection transformation Map 3D camera coordinates to 2D screen coordinates Two types of projections: Parallel Perspective
8 Projective Transformation Look familiar?
9 Viewing in OpenGL OpenGL has multiple matrix stacks transformation functions right-multiply the top of the stack Two most important stacks: GL_MODLEVIEW and GL_PROJECTION Points are multiplied by the modelview matrix first then the projection matrix GL_MODLEVIEW: Object -> Camera GL_PROJECTION: Camera -> Screen glviewport(0,0,w,h): Screen -> Device
10 OpenGL Example void SetUpViewing(){ // The viewport isn t a matrix, it s just state... glviewport( 0, 0, window_width, window_height ); // Set up camera->screen transformation first glmatrixmode( GL_PROJECTION ); glloadidentity(); gluperspective( 60, 1, 1, 1000 ); // fov, aspect, near, far } // Set up the model->camera transformation glmatrixmode( GL_MODELVIEW ); glulookat( 3, 3, 2, // eye point 0, 0, 0, // look at point 0, 0, 1 ); // up vector glrotatef( theta, 0, 0, 1 ); // rotate the model glscalef( zoom, zoom, zoom ); // scale the model
11 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Clipping 2D Screen Coordinates View Port Transformation 2D Image Coordinates Scan Conversion 2D Image Coordinates Image
12 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Clipping 2D Screen Coordinates View Port Transformation 2D Image Coordinates Scan Conversion 2D Image Coordinates Image
13 2D Rendering Pipeline 3D Geometric Primitives 2D Geometric Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives outside of viewing window Transform from clipped primitives from screen to image coordinates Fill pixels representing primitives in screen coordinates
14 2D Rendering Pipeline 3D Geometric Primitives 2D Geometric Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives outside of viewing window Transform from clipped primitives from screen to image coordinates Fill pixels representing primitives in screen coordinates
15 Clipping Avoid parts of primitives outside window Window defines part of scene being viewed Must draw geometric primitives only inside window
16 Clipping Avoid parts of primitives outside window Window defines part of scene being viewed Must draw geometric primitives only inside window
17 Clipping Avoid parts of primitives outside window Points Lines Polygons Circles etc.
18 Clipping Avoid parts of primitives outside window Points Lines Polygons Circles etc.
19 Point Clipping In point (x,y) outside window?
20 Clipping Avoid parts of primitives outside window Points Lines Polygons Circles etc.
21 Line Clipping Find the part of the line inside the window Before Clipping
22 Line Clipping Find the part of the line inside the window After Clipping
23
24 Cohen Sutherland Line Clipping Use simple tests to classify easy cases first
25 Cohen Sutherland Line Clipping
26 Cohen Sutherland Line Clipping
27 Cohen Sutherland Line Clipping
28 Cohen Sutherland Line Clipping
29 Cohen Sutherland Line Clipping
30 Cohen Sutherland Line Clipping
31 Cohen Sutherland Line Clipping
32 Cohen-Sutherland Line Clipping
33 Cohen-Sutherland Line Clipping
34 Cohen-Sutherland Line Clipping
35 Cohen-Sutherland Line Clipping
36 Cohen-Sutherland Line Clipping
37 Cohen-Sutherland Line Clipping
38 Cohen-Sutherland Line Clipping
39 Cohen-Sutherland Line Clipping
40 Cohen-Sutherland Line Clipping
41 Cohen-Sutherland Line Clipping
42 Cohen-Sutherland Line Clipping
43 Cohen-Sutherland Line Clipping
44 Clipping Avoid parts of primitives outside window Points Lines Polygons Circles etc.
45 Polygon Clipping Find the part of the polygon inside the window
46 Polygon Clipping Find the part of the polygon inside the window
47 Sutherland Hodgeman Clipping Clip to each window boundary one at a time
48 Sutherland Hodgeman Clipping Clip to each window boundary one at a time
49 Sutherland Hodgeman Clipping Clip to each window boundary one at a time
50 Sutherland Hodgeman Clipping Clip to each window boundary one at a time
51 Sutherland Hodgeman Clipping Clip to each window boundary one at a time
52 Clipping to a Boundary
53 Clipping to a Boundary
54 Clipping to a Boundary
55 Clipping to a Boundary
56 Clipping to a Boundary P
57 Clipping to a Boundary P
58 Clipping to a Boundary P
59 Clipping to a Boundary P P
60 Clipping to a Boundary P P
61 2D Rendering Pipeline 3D Geometric Primitives 2D Geometric Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives outside of viewing window Transform from clipped primitives from screen to image coordinates Fill pixels representing primitives in screen coordinates
62 Viewport Transformation
63 Viewport Transformation
64 Summary of Transformations
65 Summary
66 Summary
67 Next Time
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