Computer Graphics Geometry and Transform

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1 ! Computer Graphics 2014! 5. Geometry and Transform Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University !

2 Today outline Triangle rasterization Basic vector algebra ~ geometry! Antialiasing revisit Clipping Transforms (I)

3 Previous lesson Primitive attributes Rasterization and scan line algorithm line, general polygon

4 Seed Fill Algorithms Assumes that at least one pixel interior to the polygon is known It is a recursive algorithm Useful in interactive paint packages Seed 4-connected 8 - connected

5 Polygon filling Polygon representation!!! By vertex By lattice Polygon filling: vertex representation vs lattice representation

6 Scan Line Method Proceeding from left to right the intersections are paired and intervening pixels are set to the specified intensity Algorithm Find the intersections of the scan line with all the edges in the polygon From top to down Sort the intersections by increasing X- coordinates Fill the pixels between pair of intersections lectures/fillalgorithm.pdf

7 Efficiency Issues in Scan Line Method Intersections could be found using edge coherence the X-intersection value x i+1 of the lower scan line can be computed from the X-intersection value x i of the proceeding scan line as!!! List of active edges could be maintained to increase efficiency

8 Advantages of Scan Line method The algorithm is efficient Each pixel is visited only once Shading algorithms could be easily integrated with this method to obtain shaded area! Efficiency could be further improved if polygons are convex, much better if they are only triangles

9 Convex? A set C in S is said to be convex if, for all x and y in C and all t in the interval [0,1], the point (1 t ) x + t y is in C.

10 Convex? A set C in S is said to be convex if, for all x and y in C and all t in the interval [0,1], the point (1 t ) x + t y is in C.

11 Convex? A set C in S is said to be convex if, for all x and y in C and all t in the interval [0,1], the point (1 t ) x + t y is in C.

12 Convex polygon rasterization One in and one out

13 Triangle Rasterization

14 Triangle Rasterization?

15 Triangle Rasterization

16 Triangle Rasterization

17 Triangle Rasterization

18 Compute Bounding Box

19 Point Inside Triangle Test

20 Point Inside Triangle Test

21 Point Inside Triangle Test

22 Point Inside Triangle Test

23 Line equation

24 The Parallelogram Rule

25 Dot Product

26 Orthonormal Vectors

27 Coordinates and Vectors

28 Dot product between two vectors

29 Cross Product

30 Cross Product

31 2~3D

32 Vector operations

33 Point operations

34 illegal operations

35 Directed line

36 Perpendicular vector in 2D

37 Line equation

38 Normal to the line

39 Line equation

40 Line equation

41 Singularities

42 Handling singularity

43 Antialiasing

44 Aliasing Aliasing is caused due to the discrete nature of the display device Rasterizing primitives is like sampling a continuous signal by a finite set of values (point sampling) Information is lost if the rate of sampling is not sufficient. This sampling error is called aliasing. Effects of aliasing are Jagged edges Incorrectly rendered fine details Small objects might miss

45 Aliasing(examples)

46 Aliasing(examples)

47 Aliasing(examples)

48 Antialiasing Application of techniques to reduce/eliminate aliasing artifacts Some of the methods are increasing sampling rate by increasing the resolution. Display memory requirements increases four times if the resolution is doubled averaging methods (post processing). Intensity of a pixel is set as the weighted average of its own intensity and the intensity of the surrounding pixels Area sampling, more popular

49 Antialiasing (postfiltering) How should one supersample?

50 Area Sampling A scan converted primitive occupies finite area on the screen Intensity of the boundary pixels is adjusted depending on the percent of the pixel area covered by the primitive. This is called weighted area sampling 36

51 Area Sampling Methods to estimate percent of pixel covered by the primitive subdivide pixel into sub-pixels and determine how many sub-pixels are inside the boundary Incremental line algorithm can be extended, with area calculated as y+0.5 filled area y y-0.5 x-0.5 x x+0.5

52 Clipping

53 Clipping Clipping of primitives is done usually before scan converting the primitives Reasons being scan conversion needs to deal only with the clipped version of the primitive, which might be much smaller than its unclipped version Primitives are usually defined in the real world, and their mapping from the real to the integer domain of the display might result in the overflowing of the integer values resulting in unnecessary artifacts

54 Clipping Why Clipping? How Clipping? Lines Polygons! Note: Content from chapter 4. Lots of stuff about rendering systems and mathematics in that chapter.

55 Definition Clipping Removal of content that is not going to be displayed Behind camera Too close Too far Off sides of the screen

56 Points? Lines? Polygons? Other objects? How would we clip?

57 We ll start in 2D Assume a 2D upright rectangle we are clipping against Common in windowing systems Points are trivial >= minx and <= maxx and >= miny and <= maxy a b c

58 Line Segments What can happen when a line segment is clipped?

59 Cohen-Sutherland Line Clipping We ll assign the ends of a line outcodes, 4 bit values that indicate if they are inside or outside the clip area. y < ymin y > ymax x > xmax x < xmin xmin xmax ymax ymin

60 Outcode cases We ll call the two endpoint outcodes o 1 and o 2. If o 1 = o 2 = 0, both endpoints are inside. else if (o 1 & o 2 )!= 0, both ends points are on the same side, the edge is discarded

61 More cases else if (o 1!= 0) and (o 2 = 0), (or vice versa), one end is inside, other is outside. Clip and recompute one that s outside until inside. Clip edges with bits set May require two clip computations

62 Last case else if (o1 & o2) = 0, end points are on different sides. Clip and recompute. May have some inside part or may not May require up to 4 clips!

63 Cohen-Sutherland Line-Clipping Algorithm To do the clipping find the end point that lies outside Test the outcode to find the edge that is crossed and determine the corresponding intersection point Replace the outside endpoint by intersection-point Repeat the above steps for the new line d 1001 c b 0000 f e 0100 a 1010 h g 0010 i 48

64 Sutherland-Hodgeman Polygon-Clipping Algorithm Polygons can be clipped against each edge of the window one edge at a time. Window/edge intersections, if any, are easy to find since the X or Y coordinates are already known. Vertices which are kept after clipping against one window edge are saved for clipping against the remaining edges. 49

65 Pipelined Polygon Clipping Clip Right Clip Top Clip Left Clip Bottom Because polygon clipping does not depend on any other polygons, it is possible to arrange the clipping stages in a pipeline. the input polygon is clipped against one edge and any points that are kept are passed on as input to the next stage of the pipeline. This way four polygons can be at different stages of the clipping process simultaneously. This is often implemented in hardware.

66 Sutherland-Hodgeman Polygon Clipping Algorithm Polygon clipping is similar to line clipping except we have to keep track of inside/outside relationships Consider a polygon as a list of vertices Note that clipping v can increase the 5 v 4 number of vertices! Typically clip one v 1 edge at a time v 3 v 2 51

67 Sutherland-Hodgeman algorithm Present the vertices in pairs (v n,v 1 ), (v 1, v 2 ), (v 2,v 3 ),, (v n-1,v n ) For each pair, what are the possibilities? Consider v 1, v 2 Inside Outside Inside Outside Inside Outside Inside Outside v 2 v 1 v 1 v 2 v 1 v 2 output v 2 no output v 1 output i v 2 output i and v 2 52

68 Example v 5, v 1 s v 5 Inside Outside Inside Outside v 4 p v 1 v 1 v 2 v 3 Inside, Inside Output v 1 Current Output 53

69 v 1,v 2 v 5 Inside Outside Inside Outside v 4 s v 1 v 1 v 3 v 2 p v 2 Inside, Inside Output v 2 Current Output 54

70 v 2, v 3 v 5 Inside Outside Inside Outside v 4 v 1 v 1 v 3 p i 1 v 2 i 1 v 2 s Inside, Outside Output i 1 Current Output 55

71 v 3, v 4 v 5 Inside Outside v 4 p Inside Outside v 1 v 1 v 2 v 3 s v 2 i 1 Outside, Outside No output Current Output 56

72 v 4, v 5 last edge p v 5 Inside Outside Inside Outside v 5 i 2 v 4 s i 2 v 1 v 1 v 2 v 3 v 2 i 1 Outside, Inside Output i 2, v 5 Current Output 57

73 Transforms

74 Transformations Procedures to compute new positions of objects Used to modify objects or to transform (map) from one co-ordinate system to another co-ordinate system As all objects are eventually represented using points, it is enough to know how to transform points.

75 Translation Is a Rigid Body Transformation x => x+ T x y => y + T y z => z + T z Translation vector (T x, T y, T z ) or shift vector

76 Translating an Object y (T x, T y ) x

77 Translating an Object y (T x, T y ) x

78 Translating an Object y (T x, T y ) x

79 Translating an Object y (T x, T y ) x

80 Translating an Object y (T x, T y ) x

81 Translating an Object y (T x, T y ) x

82 Translating an Object y (T x, T y ) x

83 Translating an Object y (T x, T y ) x

84 Translating an Object y (T x, T y ) x

85 Scaling Changing the size of an object x => x * S x y => y * S y z => z * S z

86 Scaling Changing the size of an object x => x * S x y => y * S y z => z * S z Scale factor (S x, S y, S z )

87 Scaling Changing the size of an object x => x * S x y => y * S y z => z * S z Scale factor (S x, S y, S z ) S y = 1 S x = 1 S x = S y

88 Scaling an Object y (x, y ) (x, y) x

89 Scaling an Object y (x, y ) (x, y) x

90 Scaling an Object y (x, y ) (x, y) x

91 Scaling an Object y (x, y ) (x, y) x

92 Scaling an Object y (x, y ) (x, y) x

93 Scaling an Object y (x, y ) (x, y) x

94 Scaling an Object y (x, y ) (x, y) x

95 Scaling an Object y (x, y ) (x, y) x

96 Scaling an Object y (x, y ) (x, y) x

97 Scaling an Object y (x, y ) (x, y) x

98 Scaling an Object y (x, y ) (x, y) x

99 Scaling (contd.) Scaling is always with respect to the origin. The origin does not move. Scaling wrt a reference point can be achieved as a composite transformation

100 Scaling an Object Question8 : How?

101 Scaling an Object Question8 : How?

102 Scaling an Object (x0,y0) Question8 : How?

103 Shearing Produces shape distortions Shearing in x-direction x => x + a* y y => y z => z

104 Rotation y x

105 Rotation y x

106 Rotation y x

107 Rotation y (x, y ) (x, y) x

108 Rotation y (x, y ) θ (x, y) α x

109 Rotation y (x, y ) θ (x, y) α x

110 Rotation Is a Rigid Body Transformation

111 Rotation Is a Rigid Body Transformation x = r cos(α+θ) = r cos α cos θ - r sin α sin θ = x cos θ - y sin θ

112 Rotation (contd.) Rotation also is wrt to a reference - A Reference Line in 3D A Reference Point in 2D Define 2D rotation about arbitrary point

113 y (x, y ) θ (x r, y r ) φ (x, y) x

114 y (x, y ) θ (x r, y r ) φ (x, y) x

115 y (x, y ) θ (x r, y r ) φ (x, y) x

116 y (x, y ) θ newx = x x r newy = y y r (x r, y r ) φ (x, y) x

117 y (x, y ) θ newx = x x r newy = y y r newxʹ = newx cosθ newy sinθ newyʹ = newy cosθ + newx sinθ (x r, y r ) φ (x, y) x

118 y (x, y ) θ newx = x x r newy = y y r newxʹ = newx cosθ newy sinθ newyʹ = newy cosθ + newx sinθ (x r, y r ) φ (x, y) x xʹ = newxʹ + x r yʹ = newyʹ + y r

119 y (x, y ) θ newx = x x r newy = y y r newxʹ = newx cosθ newy sinθ newyʹ = newy cosθ + newx sinθ (x r, y r ) φ (x, y) x xʹ = newxʹ + x r yʹ = newyʹ + y r xʹ = x r +(x x r )cosθ (y y r )sinθ yʹ = y r +(y y r )cosθ +(x x r )sinθ

120 Rotate around (x r,y r ) y (x, y ) θ newx = x x r newy = y y r newxʹ = newx cosθ newy sinθ newyʹ = newy cosθ + newx sinθ (x r, y r ) φ (x, y) x xʹ = newxʹ + x r yʹ = newyʹ + y r xʹ = x r +(x x r )cosθ (y y r )sinθ yʹ = y r +(y y r )cosθ +(x x r )sinθ

121 General Linear Transformation or Which of the following can be represented in this form? Translation Scaling Rotation

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