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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