Triangle Fast Scan-Conversion Algorithm Report

Size: px
Start display at page:

Download "Triangle Fast Scan-Conversion Algorithm Report"

Transcription

1 Triangle Fast Scan-Conversion Algorithm Report Jian Cui Jim X. Chen Xiaorong Zhou ABSTRACT To date, very little has been done to analyze the very importance of the distribution of the shape and size of triangles in the real world. We statistically analyzed various collected graphics application files and got the conclusion that most of the triangles scan-converted onto the screen are rather smaller ones. We thus come up with a new small triangle scan-conversion algorithm which fully takes this feature into consideration. This report gives detailed description of a new small triangle scan-conversion algorithm. It gives various experiments performed based on the new algorithm and the anlysis of the performance of the algorithm. Keywords Small triangle, scan-conversion, algorithm.. INTRODUCTION Many methods have been proposed to speed up the process of scan-converting triangles onto the raster plane. However, most of them neglect the fact that triangles are not randomly distributed across different sizes and shapes. We collected various graphics applications and analyzed over.4 million triangles drawn by these applications. The conclusion of the analysis testifies that most triangles are small ones. More specifically, almost 95% of triangles can be held in a 40 rectangle area. We thus come up with the new algorithm to speed up the process of drawing small triangles and compare the performance of our algorithm with the existing triangle scanconverting algorithm.. PREVIOUS ALGORITHMS There exists various algorithms to scan-convert triangles. Edge-walking and edge-equation are the two most popular algorithms.. Edge Walking Algorithm Figure : Edge walking algorithm. Figure shows an example of the edge walking algorithm. In the edge walking algorithm, it first sorts the vertices in both x and y values. Then it determines if the middle vertex (or breakpoint) lies on the left or right side of the triangle. If the triangle has an edge parallel to the scanline direction then there is no breakpoint. It then determines the left and right edge for scanline (or called spans). The algorithm will walk down the left and right edges filling the pixels in-between until either a breakpoint or the bottom vertex is reached. The edge walking algorithm generally is very fast. But it also has its own disadvantages. First, it is loaded with special cases, such as left and right breakpoints, or even no breakpoints. Second, because of the various cases, it is difficult to get it right when implementing it. Third, it requires computing fractional offsets when interpolating parameters across the triangle.. Edge Equation Algorithm As shown in figure, the edge equation algorithm first computes the edge equations from the three vertices. Then it orients the edge equations so that their positive-half spaces are in the triangle s interior. From the edge equations, it will get a bounding box. The algorithm then scan through pixel (x, y) in the bounding box and evaluate the edge equations. When all three equations with the same (x, y) are positive, it will draw the pixel.. FAST SMALL TRIANGLE SCAN-CONVERSION ALGORITHM

2 ... A 0 xb 0 yc A xb yc A xb yc 4 5 Triangle II Triangle I III Triangle Figure : Rectangle (w=, h=5) and the triangles inside it. Figure : Edge equation algorithm.. Basic Idea The basic idea of our algorithm fully incorporates our statistics analysis result. We use an w h rectangle area as a boundary. All the triangles which can be held inside the boundary are regarded as small triangle and will be scanconverted with our new algorithm. The ones beyond this boundary will be using the traditional scan-conversion algorithm. In our algorithm, we generate a pixel matrix array. Each matrix of the array which is in the size of (w h) is used to save the pixel image of a small triangle. In a predefined order, the array contains all the possible triangles that can be held inside this rectangle area. According to the same order, we generate an index method for the matrix array. When a program calls to draw a small triangle which is within the rectangle area onto the screen, we can use the index method to locate the position of the triangle in the matrix array and scan-convert the pixel matrix(pixel image of the triangle) directly into the frame buffer.. The Pixel Matrix Array In our algorithm, first we need to generate a pixel matrix array which contains all possible small triangles that fall into a specific w h rectangle area. When generating this array, we need to make sure: The pixel matrix array does cover all the possible small triangles within the given area. The pixel matrices stored in the array should follow certain order so that we can generate efficient index on the array... All Possible Triangles Inside a Rectangle Area A w h rectangle area can hold all triangles with their widths and heights equal to or less than w and h respectively. Figure shows a 5 rectangle area and several triangles it can hold. From the figure, we notice for each triangle falls inside the 5 rectangle area, there exists a rectangle that can hold it exactly. For example, triangle, and in Figure can be held exactly by rectangle I, II and III. So when we calculate the pixel matrix array for a specific w h rectangle area, the algorithm will first pick out all the rectangles with their width and height less than or equal to w and h respectively.,, represent the three vertices of a triangle. Figure 4: Situation. And for each of those rectangles, the algorithm will calculate the number of triangles that fit in these rectangles exactly. We use,, to represent the three vertices of a triangle. When we consider a triangle that can be held exactly by a w h rectangle area, there are five possible situations we need to consider. In situation (as shown in Figure 4), we have vertex and vertex fixed at the upper-left and bottom-right corner respectively. Vertex can locate at any position other than these two places. And we make the assumption that vertex will move from left to right, top to bottom. In situation (as shown in Figure 5), vertex still locates at the upper-left corner. But now vertex and vertex moves along the bottom and right edges of the rectangle respectively, except the pixel marked with a. Situation actually contains two possibilities(as shown in represent a position that cannot be,, represent the three vertices of a triangle. Figure 5: Situation.

3 ... represent a position that cannot be,, represent the three vertices of a triangle. Situation (a) represent a position that cannot be,, represent the three vertices of a triangle. Situation (b) Figure 6: Situation. represent a position that cannot be,, represent the three vertices of a triangle. Figure 7: Situation 4. Figure 6). In both possiblities, vertex will move along the upper edge in the rectangle area, except the upper-leftmost and upper-rightmost pixels. In situation (a), vertex is fixed at the bottom-rightmost corner of the rectangle and vertex will roam along the left edge of the rectangle except the upper-leftmost pixel. In situation (b), vertex will be stationary at the bottom-leftmost corner and vertex will travel along the right edge of the rectangle area, except for the two end pixels of the edge. In situation 4(as shown in Figure 7), vertex is fixed at the upper-rightmost corner of the rectangle. Vertex moves along the left edge except for the two end pixels. Vertex moves along the bottom edge except for the bottom-leftmost pixel. In situation 5(as shown in Figure 8), both vertex and vertex are stationary at the upper-rightmost and bottomleftmost positions respectively. Vertex can locate at any place except the first row and the pixel that has already been occupied by vertex.,, represent the three vertices of a triangle. Figure 8: Situation 5. With these 5 situations, we ve covered all the possible triangles within a certain rectangle area... Order of The Pixel Matrix in The Array When generating a pixel matrix array for a rectangle area with certain width and height, not only do we need to cover all the possiblities of the triangles inside the rectangle area, we also need to generate these matrix in a certain order, so we can later make a simple and clear index of all these matrices. Suppose we want to generate a pixel matrix array for a rectangle area with width w and height h. Figure 9 shows the pseudo code of the algorithm to generate the pixel matrix array. For each rectangle area with certain width and height, it generates the pixel matrices of all the possible triangles in five situations accordingly. 4. IMPLEMENTATION AND PERFORMANCE ALYSIS OF THE ALGORITHM 4. Implementation of The Algorithm The implementation of the algorithm is rather straight forward. Based on the nature of the algorithm, we first generate the pixel matrix array of a given rectangle with the width w and height h, using the idea shown in Figure 9. We also generate an index matrix I which has the exact same size as the rectangle area. Each value I[i][j] in the index matrix will represent how many triangles have been stored before this i j rectangle. When we execute the algorithm, we first read in the pixel matrix array and the index matrix. We then use the same data files as we used to do the statistics analysis as the input file to test the algorithm. Each time when we read in three vertices values of a triangle, we use the index file to locate the triangle in the matrix array. We then directly scan-convert the pixel matrix into the frame buffer. 4. Test data set We performed several experiments to compare the performance between our algorithm and the traditional edge equation algorithm. For each experiment, we use several different input test data sets.

4 Table : for (i=; i<=h; i) for (j=; j<=w; j) { // for each pair of (i,j) value, generate all the // possible situation of triangles from situation // to situation 5 accordingly. } // situation for (k=; k<=h; k) for (m=; m<=w; m) if (!(k==&&l== k==w&&l==h)) // draw a matrix with vertices, and // equal to (,), (w,h) and (k,m) // situation for (k=; k<h; k) for (m=; m<w; m) // draw a matrix with vertices, and // equal to (,), (m,h) and (w,k) // situation for (k=; k<w; k) { // situation (a) for (m=; m<=h; m) // draw a matrix with vertices, and // equal to (k,), (,m) and (w,h) // situation (b) for (m=; m<h; m) // draw a matrix with vertices, and // equal to (k,), (,h) and (w,m) } // situation 4 for (k=; k<h; k) for (m=; m<=w; m) // draw a matrix with vertices, and // equal to (w,), (,k) and (m,h) // situation 5 for (k=; k<=h; k) for (m=; m<=w; m) if (!(m==&&k==h) // draw a matrix with vertices, and // equal to (w,), (,h) and (m,k) Figure 9: Pseudo code for generating the pixel matrix array. Our algorithm VS Edge equation algorithm. Algorithm Used Data Set I Data Set II Our algorithm Edge equation algo The first test data set is merely the small triangles that are automatically generated using the psudo code shown in Figure 9 within the specific rectangle area. For a 5 rectangle area, there will be 5 triangles. Along with the pixel matrix array of the triangles, we also generate the coordinates values of the three vertices of the triangles. Because this data set is rather small compared to the other two data set, we repeat it 000 times and generate a larger data set. The second test data set contains all the small triangles of all the graphics applications we ve collected over the internet. From our statistics result, we found out that a 5 rectangle area can hold 67.7% triangles of all,44,858 triangles. This data set will contain 956 triangles. All the experiments are done on a Pentium III GHz PC with 84M memory. The results are shown in Table. 4. Out algorithm VS Edge Equation Algorithm We compared our algorithm with the edge equation algorithm. We run each test data set 0 times and use the average as the result. The result is shown in Table. All results are counted in millisecond (ms). 5. CONCLUSIONS It is rather disappointing to see that our algorithm can t beat OpenGL, or even the edge equation algorithm. We analyze our code and find out two possible reasons reasulting in this rather disappointing performance. Our indexing algorithm is too complicated. As you may see, each triangle has three vertices, and each vertex can locate at either the hightest, lowest, or in the middle left or middle right. Not to mention two vertices can locate at the same horizontal line or ever all the three vertices will form a horizontal line. With these many situations to consider, and with our certain ways of generating the matrix array, it makes the indexing algorithm really complicate. The way we implemented the algorithm may cause the performance of the algorithm to suffer. We store the pixel matrix of each triangle as a small bitmap. After we retrieve the bitmap of a small triangle, we use OpenGL s glbitmap function to directly send the bitmap of the small triangle to the framebuffer. As we were doing our experiments, we noticed that several articles on the internet had pointed out that glbitmap is a rather slow function and its performance relies on hardware, especially the video card, very much. In the near future, we will try to solve the above two problems. We will first try to come up with a new pixel ma-

5 trix array generating algorithm and new indexing algorithm. The pixel matrix array generating algorithm we use now is complete. It has been minimized so it doesn t have any redundancy or duplications in the pixel matrix array. But this also makes it difficult to understand and makes our indexing algorithm become complicate. We want to think other ways to allow some redundancy or duplication, but will get much better performance. Then we want to try other ways of implementing the algorithm. For example, we noticed that OpenGL s texture mapping functions are much faster than its bitmap functions. We will try those options and choose the one that suits our algorithm best.

Rasterization. COMP 575/770 Spring 2013

Rasterization. COMP 575/770 Spring 2013 Rasterization COMP 575/770 Spring 2013 The Rasterization Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to

More information

Triangle Rasterization

Triangle Rasterization Triangle Rasterization Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/07/07 1 From last time Lines and planes Culling View frustum culling Back-face culling Occlusion culling

More information

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into 2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel

More information

Polygon Filling. Can write frame buffer one word at time rather than one bit. 2/3/2000 CS 4/57101 Lecture 6 1

Polygon Filling. Can write frame buffer one word at time rather than one bit. 2/3/2000 CS 4/57101 Lecture 6 1 Polygon Filling 2 parts to task which pixels to fill what to fill them with First consider filling unclipped primitives with solid color Which pixels to fill consider scan lines that intersect primitive

More information

Chapter 8: Implementation- Clipping and Rasterization

Chapter 8: Implementation- Clipping and Rasterization Chapter 8: Implementation- Clipping and Rasterization Clipping Fundamentals Cohen-Sutherland Parametric Polygons Circles and Curves Text Basic Concepts: The purpose of clipping is to remove objects or

More information

Institutionen för systemteknik

Institutionen för systemteknik Code: Day: Lokal: M7002E 19 March E1026 Institutionen för systemteknik Examination in: M7002E, Computer Graphics and Virtual Environments Number of sections: 7 Max. score: 100 (normally 60 is required

More information

Scan Conversion of Polygons. Dr. Scott Schaefer

Scan Conversion of Polygons. Dr. Scott Schaefer Scan Conversion of Polygons Dr. Scott Schaefer Drawing Rectangles Which pixels should be filled? /8 Drawing Rectangles Is this correct? /8 Drawing Rectangles What if two rectangles overlap? 4/8 Drawing

More information

Rasterizing triangles

Rasterizing triangles Rasterizing triangles We know how to project the vertices of a triangle in our model onto pixel centers. To draw the complete triangle, we have to decide which pixels to turn on. For now, let s assume

More information

CS4620/5620: Lecture 14 Pipeline

CS4620/5620: Lecture 14 Pipeline CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Rasterization, or What is glbegin(gl_lines) really doing?

Rasterization, or What is glbegin(gl_lines) really doing? Rasterization, or What is glbegin(gl_lines) really doing? Course web page: http://goo.gl/eb3aa February 23, 2012 Lecture 4 Outline Rasterizing lines DDA/parametric algorithm Midpoint/Bresenham s algorithm

More information

6-1 THE STANDARD NORMAL DISTRIBUTION

6-1 THE STANDARD NORMAL DISTRIBUTION 6-1 THE STANDARD NORMAL DISTRIBUTION The major focus of this chapter is the concept of a normal probability distribution, but we begin with a uniform distribution so that we can see the following two very

More information

2D Graphics Primitives II. Additional issues in scan converting lines. 1)Endpoint order. Want algorithms to draw the same pixels for each line

2D Graphics Primitives II. Additional issues in scan converting lines. 1)Endpoint order. Want algorithms to draw the same pixels for each line walters@buffalo.edu CSE 480/580 Lecture 8 Slide 1 2D Graphics Primitives II Additional issues in scan converting lines 1)Endpoint order Want algorithms to draw the same pixels for each line How handle?

More information

Measuring Triangles. 1 cm 2. 1 cm. 1 cm

Measuring Triangles. 1 cm 2. 1 cm. 1 cm 3 Measuring Triangles You can find the area of a figure by drawing it on a grid (or covering it with a transparent grid) and counting squares, but this can be very time consuming. In Investigation 1, you

More information

Einführung in Visual Computing

Einführung in Visual Computing Einführung in Visual Computing 186.822 Rasterization Werner Purgathofer Rasterization in the Rendering Pipeline scene objects in object space transformed vertices in clip space scene in normalized device

More information

Chapter 3. Sukhwinder Singh

Chapter 3. Sukhwinder Singh Chapter 3 Sukhwinder Singh PIXEL ADDRESSING AND OBJECT GEOMETRY Object descriptions are given in a world reference frame, chosen to suit a particular application, and input world coordinates are ultimately

More information

CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation

CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Project 2 due Friday, October 11

More information

Introduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading)

Introduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading) Lecture 9 Graphics pipeline (rasterization and shading) Graphics pipeline - part 1 (recap) Perspective projection by matrix multiplication: x pixel y pixel z canonical 1 x = M vpm per M cam y z 1 This

More information

CS 325 Computer Graphics

CS 325 Computer Graphics CS 325 Computer Graphics 02 / 06 / 2012 Instructor: Michael Eckmann Today s Topics Questions? Comments? Antialiasing Polygons Interior points Fill areas tiling halftoning dithering Antialiasing Aliasing

More information

CS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo)

CS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo) CS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo) www.vucybarien.com Question No: 1 What are the two focusing methods in CRT? Explain briefly. Page no : 26 1. Electrostatic focusing

More information

Clipping & Culling. Lecture 11 Spring Trivial Rejection Outcode Clipping Plane-at-a-time Clipping Backface Culling

Clipping & Culling. Lecture 11 Spring Trivial Rejection Outcode Clipping Plane-at-a-time Clipping Backface Culling Clipping & Culling Trivial Rejection Outcode Clipping Plane-at-a-time Clipping Backface Culling Lecture 11 Spring 2015 What is Clipping? Clipping is a procedure for spatially partitioning geometric primitives,

More information

Scan Converting Triangles

Scan Converting Triangles Scan Converting Triangles Why triangles? Rasterizing triangles Interpolating parameters Post-triangle rendering Comp 236 Spring 2005 Primitive Rasterization 2-D SAMPLING problem Which pixels (samples)

More information

CS184 : Foundations of Computer Graphics Professor David Forsyth Final Examination

CS184 : Foundations of Computer Graphics Professor David Forsyth Final Examination CS184 : Foundations of Computer Graphics Professor David Forsyth Final Examination (Total: 100 marks) Figure 1: A perspective view of a polyhedron on an infinite plane. Cameras and Perspective Rendering

More information

Scalar Field Visualization I

Scalar Field Visualization I Scalar Field Visualization I What is a Scalar Field? The approximation of certain scalar function in space f(x,y,z). Image source: blimpyb.com f What is a Scalar Field? The approximation of certain scalar

More information

CSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #2 due this Friday, October

More information

E.Order of Operations

E.Order of Operations Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged

More information

COMP30019 Graphics and Interaction Scan Converting Polygons and Lines

COMP30019 Graphics and Interaction Scan Converting Polygons and Lines COMP30019 Graphics and Interaction Scan Converting Polygons and Lines Department of Computer Science and Software Engineering The Lecture outline Introduction Scan conversion Scan-line algorithm Edge coherence

More information

Computer Graphics. Chapter 4 Attributes of Graphics Primitives. Somsak Walairacht, Computer Engineering, KMITL 1

Computer Graphics. Chapter 4 Attributes of Graphics Primitives. Somsak Walairacht, Computer Engineering, KMITL 1 Computer Graphics Chapter 4 Attributes of Graphics Primitives Somsak Walairacht, Computer Engineering, KMITL 1 Outline OpenGL State Variables Point Attributes Line Attributes Fill-Area Attributes Scan-Line

More information

Topic #1: Rasterization (Scan Conversion)

Topic #1: Rasterization (Scan Conversion) Topic #1: Rasterization (Scan Conversion) We will generally model objects with geometric primitives points, lines, and polygons For display, we need to convert them to pixels for points it s obvious but

More information

CS184 : Foundations of Computer Graphics Professor David Forsyth Final Examination (Total: 100 marks)

CS184 : Foundations of Computer Graphics Professor David Forsyth Final Examination (Total: 100 marks) CS184 : Foundations of Computer Graphics Professor David Forsyth Final Examination (Total: 100 marks) Cameras and Perspective Figure 1: A perspective view of a polyhedron on an infinite plane. Rendering

More information

OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL

OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL OpenGL: Open Graphics Library Introduction to OpenGL Part II CS 351-50 Graphics API ( Application Programming Interface) Software library Layer between programmer and graphics hardware (and other software

More information

Notes on Assignment. Notes on Assignment. Notes on Assignment. Notes on Assignment

Notes on Assignment. Notes on Assignment. Notes on Assignment. Notes on Assignment Notes on Assignment Notes on Assignment Objects on screen - made of primitives Primitives are points, lines, polygons - watch vertex ordering The main object you need is a box When the MODELVIEW matrix

More information

CS Exam 1 Review Problems Fall 2017

CS Exam 1 Review Problems Fall 2017 CS 45500 Exam 1 Review Problems Fall 2017 1. What is a FrameBuffer data structure? What does it contain? What does it represent? How is it used in a graphics rendering pipeline? 2. What is a Scene data

More information

Graphics Pipeline 2D Geometric Transformations

Graphics Pipeline 2D Geometric Transformations Graphics Pipeline 2D Geometric Transformations CS 4620 Lecture 8 1 Plane projection in drawing Albrecht Dürer 2 Plane projection in drawing source unknown 3 Rasterizing triangles Summary 1 evaluation of

More information

Scan Conversion- Polygons

Scan Conversion- Polygons Scan Conversion- olgons Flood Fill Algorithm Chapter 9 Scan Conversion (part ) Drawing olgons on Raster Displa Input polgon with rasterized edges = (x,) point inside Goal: Fill interior with specified

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

Scanline Rendering 2 1/42

Scanline Rendering 2 1/42 Scanline Rendering 2 1/42 Review 1. Set up a Camera the viewing frustum has near and far clipping planes 2. Create some Geometry made out of triangles 3. Place the geometry in the scene using Transforms

More information

Computer Graphics. Attributes of Graphics Primitives. Somsak Walairacht, Computer Engineering, KMITL 1

Computer Graphics. Attributes of Graphics Primitives. Somsak Walairacht, Computer Engineering, KMITL 1 Computer Graphics Chapter 4 Attributes of Graphics Primitives Somsak Walairacht, Computer Engineering, KMITL 1 Outline OpenGL State Variables Point Attributes t Line Attributes Fill-Area Attributes Scan-Line

More information

Visibility: Z Buffering

Visibility: Z Buffering University of British Columbia CPSC 414 Computer Graphics Visibility: Z Buffering Week 1, Mon 3 Nov 23 Tamara Munzner 1 Poll how far are people on project 2? preferences for Plan A: status quo P2 stays

More information

Graphics Hardware and Display Devices

Graphics Hardware and Display Devices Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive

More information

1 Introduction to Graphics

1 Introduction to Graphics 1 1.1 Raster Displays The screen is represented by a 2D array of locations called pixels. Zooming in on an image made up of pixels The convention in these notes will follow that of OpenGL, placing the

More information

Computer Graphics II

Computer Graphics II Computer Graphics II Autumn 2017-2018 Outline Visible Surface Determination Methods (contd.) 1 Visible Surface Determination Methods (contd.) Outline Visible Surface Determination Methods (contd.) 1 Visible

More information

Constant Time Queries on Uniformly Distributed Points on a Hemisphere

Constant Time Queries on Uniformly Distributed Points on a Hemisphere Constant Time Queries on Uniformly Distributed Points on a Hemisphere Mel Slater Department of Computer Science University College London, UK Abstract A set of uniformly distributed points on a hemisphere

More information

CS488 2D Graphics. Luc RENAMBOT

CS488 2D Graphics. Luc RENAMBOT CS488 2D Graphics Luc RENAMBOT 1 Topics Last time, hardware and frame buffer Now, how lines and polygons are drawn in the frame buffer. Then, how 2D and 3D models drawing into the frame buffer Then, more

More information

Shading Techniques Denbigh Starkey

Shading Techniques Denbigh Starkey Shading Techniques Denbigh Starkey 1. Summary of shading techniques 2 2. Lambert (flat) shading 3 3. Smooth shading and vertex normals 4 4. Gouraud shading 6 5. Phong shading 8 6. Why do Gouraud and Phong

More information

RASTERIZING POLYGONS IN IMAGE SPACE

RASTERIZING POLYGONS IN IMAGE SPACE On-Line Computer Graphics Notes RASTERIZING POLYGONS IN IMAGE SPACE Kenneth I. Joy Visualization and Graphics Research Group Department of Computer Science University of California, Davis A fundamental

More information

CS 543: Computer Graphics. Rasterization

CS 543: Computer Graphics. Rasterization CS 543: Computer Graphics Rasterization Robert W. Lindeman Associate Professor Interactive Media & Game Development Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu (with lots

More information

Lecture 4. Viewing, Projection and Viewport Transformations

Lecture 4. Viewing, Projection and Viewport Transformations Notes on Assignment Notes on Assignment Hw2 is dependent on hw1 so hw1 and hw2 will be graded together i.e. You have time to finish both by next monday 11:59p Email list issues - please cc: elif@cs.nyu.edu

More information

Pipeline and Rasterization. COMP770 Fall 2011

Pipeline and Rasterization. COMP770 Fall 2011 Pipeline and Rasterization COMP770 Fall 2011 1 The graphics pipeline The standard approach to object-order graphics Many versions exist software, e.g. Pixar s REYES architecture many options for quality

More information

Basic Combinatorics. Math 40210, Section 01 Fall Homework 4 Solutions

Basic Combinatorics. Math 40210, Section 01 Fall Homework 4 Solutions Basic Combinatorics Math 40210, Section 01 Fall 2012 Homework 4 Solutions 1.4.2 2: One possible implementation: Start with abcgfjiea From edge cd build, using previously unmarked edges: cdhlponminjkghc

More information

(Refer Slide Time: 00:02:00)

(Refer Slide Time: 00:02:00) Computer Graphics Prof. Sukhendu Das Dept. of Computer Science and Engineering Indian Institute of Technology, Madras Lecture - 18 Polyfill - Scan Conversion of a Polygon Today we will discuss the concepts

More information

Visible Surface Detection. (Chapt. 15 in FVD, Chapt. 13 in Hearn & Baker)

Visible Surface Detection. (Chapt. 15 in FVD, Chapt. 13 in Hearn & Baker) Visible Surface Detection (Chapt. 15 in FVD, Chapt. 13 in Hearn & Baker) 1 Given a set of 3D objects and a viewing specifications, determine which lines or surfaces of the objects should be visible. A

More information

Game Architecture. 2/19/16: Rasterization

Game Architecture. 2/19/16: Rasterization Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world

More information

An angle that has a measure less than a right angle.

An angle that has a measure less than a right angle. Unit 1 Study Strategies: Two-Dimensional Figures Lesson Vocab Word Definition Example Formed by two rays or line segments that have the same 1 Angle endpoint. The shared endpoint is called the vertex.

More information

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz Computing Visibility BSP Trees Ray Casting Depth Buffering Quiz Power of Plane Equations We ve gotten a lot of mileage out of one simple equation. Basis for D outcode-clipping Basis for plane-at-a-time

More information

Hidden surface removal. Computer Graphics

Hidden surface removal. Computer Graphics Lecture Hidden Surface Removal and Rasterization Taku Komura Hidden surface removal Drawing polygonal faces on screen consumes CPU cycles Illumination We cannot see every surface in scene We don t want

More information

Surface shading: lights and rasterization. Computer Graphics CSE 167 Lecture 6

Surface shading: lights and rasterization. Computer Graphics CSE 167 Lecture 6 Surface shading: lights and rasterization Computer Graphics CSE 167 Lecture 6 CSE 167: Computer Graphics Surface shading Materials Lights Rasterization 2 Scene data Rendering pipeline Modeling and viewing

More information

More on Coordinate Systems. Coordinate Systems (3) Coordinate Systems (2) Coordinate Systems (5) Coordinate Systems (4) 9/15/2011

More on Coordinate Systems. Coordinate Systems (3) Coordinate Systems (2) Coordinate Systems (5) Coordinate Systems (4) 9/15/2011 Computer Graphics using OpenGL, Chapter 3 Additional Drawing Tools More on Coordinate Systems We have been using the coordinate system of the screen window (in pixels). The range is from 0 (left) to some

More information

Rasterization. CS4620/5620: Lecture 12. Announcements. Turn in HW 1. PPA 1 out. Friday lecture. History of graphics PPA 1 in 4621.

Rasterization. CS4620/5620: Lecture 12. Announcements. Turn in HW 1. PPA 1 out. Friday lecture. History of graphics PPA 1 in 4621. CS4620/5620: Lecture 12 Rasterization 1 Announcements Turn in HW 1 PPA 1 out Friday lecture History of graphics PPA 1 in 4621 2 The graphics pipeline The standard approach to object-order graphics Many

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

Could you make the XNA functions yourself?

Could you make the XNA functions yourself? 1 Could you make the XNA functions yourself? For the second and especially the third assignment, you need to globally understand what s going on inside the graphics hardware. You will write shaders, which

More information

Discrete Techniques. 11 th Week, Define a buffer by its spatial resolution (n m) and its depth (or precision) k, the number of

Discrete Techniques. 11 th Week, Define a buffer by its spatial resolution (n m) and its depth (or precision) k, the number of Discrete Techniques 11 th Week, 2010 Buffer Define a buffer by its spatial resolution (n m) and its depth (or precision) k, the number of bits/pixel Pixel OpenGL Frame Buffer OpenGL Buffers Color buffers

More information

Buffers, Textures, Compositing, and Blending. Overview. Buffers. David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E.

Buffers, Textures, Compositing, and Blending. Overview. Buffers. David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E. INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Buffers, Textures, Compositing, and Blending David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E. Angel Compositing,

More information

Rasterization. CS 4620 Lecture Kavita Bala w/ prior instructor Steve Marschner. Cornell CS4620 Fall 2015 Lecture 16

Rasterization. CS 4620 Lecture Kavita Bala w/ prior instructor Steve Marschner. Cornell CS4620 Fall 2015 Lecture 16 Rasterization CS 4620 Lecture 16 1 Announcements A3 due on Thu Will send mail about grading once finalized 2 Pipeline overview you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX

More information

Hidden-Surface Removal.

Hidden-Surface Removal. Hidden-Surface emoval. Here we need to discover whether an object is visible or another one obscures it. here are two fundamental approaches to remove the hidden surfaces: ) he object-space approach )

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

More information

CS 112 The Rendering Pipeline. Slide 1

CS 112 The Rendering Pipeline. Slide 1 CS 112 The Rendering Pipeline Slide 1 Rendering Pipeline n Input 3D Object/Scene Representation n Output An image of the input object/scene n Stages (for POLYGON pipeline) n Model view Transformation n

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

Scalar Field Visualization. Some slices used by Prof. Mike Bailey

Scalar Field Visualization. Some slices used by Prof. Mike Bailey Scalar Field Visualization Some slices used by Prof. Mike Bailey Scalar Fields The approximation of certain scalar function in space f(x,y,z). Most of time, they come in as some scalar values defined on

More information

The graphics pipeline. Pipeline and Rasterization. Primitives. Pipeline

The graphics pipeline. Pipeline and Rasterization. Primitives. Pipeline The graphics pipeline Pipeline and Rasterization CS4620 Lecture 9 The standard approach to object-order graphics Many versions exist software, e.g. Pixar s REYES architecture many options for quality and

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics

More information

Last class. A vertex (w x, w y, w z, w) - clipping is in the - windowing and viewport normalized view volume if: - scan conversion/ rasterization

Last class. A vertex (w x, w y, w z, w) - clipping is in the - windowing and viewport normalized view volume if: - scan conversion/ rasterization Lecture 6 Last class Last lecture (clip coordinates): A vertex (w x, w y, w z, w) - clipping is in the - windowing and viewport normalized view volume if: - scan conversion/ rasterization normalized view

More information

Scalar Field Visualization I

Scalar Field Visualization I Scalar Field Visualization I What is a Scalar Field? The approximation of certain scalar function in space f(x,y,z). Image source: blimpyb.com f What is a Scalar Field? The approximation of certain scalar

More information

Incremental Form. Idea. More efficient if we look at d k, the value of the decision variable at x = k

Incremental Form. Idea. More efficient if we look at d k, the value of the decision variable at x = k Idea 1 m 0 candidates last pixel Note that line could have passed through any part of this pixel Decision variable: d = x(a-b) d is an integer d < 0 use upper pixel d > 0 use lower pixel Incremental Form

More information

EXAMINATIONS 2016 TRIMESTER 2

EXAMINATIONS 2016 TRIMESTER 2 EXAMINATIONS 2016 TRIMESTER 2 CGRA 151 INTRODUCTION TO COMPUTER GRAPHICS Time Allowed: TWO HOURS CLOSED BOOK Permitted materials: Silent non-programmable calculators or silent programmable calculators

More information

COMP 175 COMPUTER GRAPHICS. Ray Casting. COMP 175: Computer Graphics April 26, Erik Anderson 09 Ray Casting

COMP 175 COMPUTER GRAPHICS. Ray Casting. COMP 175: Computer Graphics April 26, Erik Anderson 09 Ray Casting Ray Casting COMP 175: Computer Graphics April 26, 2018 1/41 Admin } Assignment 4 posted } Picking new partners today for rest of the assignments } Demo in the works } Mac demo may require a new dylib I

More information

Slide 1 / 96. Linear Relations and Functions

Slide 1 / 96. Linear Relations and Functions Slide 1 / 96 Linear Relations and Functions Slide 2 / 96 Scatter Plots Table of Contents Step, Absolute Value, Piecewise, Identity, and Constant Functions Graphing Inequalities Slide 3 / 96 Scatter Plots

More information

Rasterization. MIT EECS Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 1

Rasterization. MIT EECS Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 1 Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler MIT EECS 6.837, Cutler and Durand 1 Final projects Rest of semester Weekly meetings with TAs Office hours on appointment This week, with TAs Refine

More information

Rasterization and Graphics Hardware. Not just about fancy 3D! Rendering/Rasterization. The simplest case: Points. When do we care?

Rasterization and Graphics Hardware. Not just about fancy 3D! Rendering/Rasterization. The simplest case: Points. When do we care? Where does a picture come from? Rasterization and Graphics Hardware CS559 Course Notes Not for Projection November 2007, Mike Gleicher Result: image (raster) Input 2D/3D model of the world Rendering term

More information

Reading. 18. Projections and Z-buffers. Required: Watt, Section , 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading:

Reading. 18. Projections and Z-buffers. Required: Watt, Section , 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading: Reading Required: Watt, Section 5.2.2 5.2.4, 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading: 18. Projections and Z-buffers Foley, et al, Chapter 5.6 and Chapter 6 David F. Rogers

More information

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on

More information

Rasterization. CS4620 Lecture 13

Rasterization. CS4620 Lecture 13 Rasterization CS4620 Lecture 13 2014 Steve Marschner 1 The graphics pipeline The standard approach to object-order graphics Many versions exist software, e.g. Pixar s REYES architecture many options for

More information

Midterm Exam Fundamentals of Computer Graphics (COMP 557) Thurs. Feb. 19, 2015 Professor Michael Langer

Midterm Exam Fundamentals of Computer Graphics (COMP 557) Thurs. Feb. 19, 2015 Professor Michael Langer Midterm Exam Fundamentals of Computer Graphics (COMP 557) Thurs. Feb. 19, 2015 Professor Michael Langer The exam consists of 10 questions. There are 2 points per question for a total of 20 points. You

More information

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window

More information

Prime Time (Factors and Multiples)

Prime Time (Factors and Multiples) CONFIDENCE LEVEL: Prime Time Knowledge Map for 6 th Grade Math Prime Time (Factors and Multiples). A factor is a whole numbers that is multiplied by another whole number to get a product. (Ex: x 5 = ;

More information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

Computer Graphics Fundamentals. Jon Macey

Computer Graphics Fundamentals. Jon Macey Computer Graphics Fundamentals Jon Macey jmacey@bournemouth.ac.uk http://nccastaff.bournemouth.ac.uk/jmacey/ 1 1 What is CG Fundamentals Looking at how Images (and Animations) are actually produced in

More information

Rendering Objects. Need to transform all geometry then

Rendering Objects. Need to transform all geometry then Intro to OpenGL Rendering Objects Object has internal geometry (Model) Object relative to other objects (World) Object relative to camera (View) Object relative to screen (Projection) Need to transform

More information

Polygon Partitioning. Lecture03

Polygon Partitioning. Lecture03 1 Polygon Partitioning Lecture03 2 History of Triangulation Algorithms 3 Outline Monotone polygon Triangulation of monotone polygon Trapezoidal decomposition Decomposition in monotone mountain Convex decomposition

More information

Reading on the Accumulation Buffer: Motion Blur, Anti-Aliasing, and Depth of Field

Reading on the Accumulation Buffer: Motion Blur, Anti-Aliasing, and Depth of Field Reading on the Accumulation Buffer: Motion Blur, Anti-Aliasing, and Depth of Field 1 The Accumulation Buffer There are a number of effects that can be achieved if you can draw a scene more than once. You

More information

Fondamenti di Grafica 3D The Rasterization Pipeline.

Fondamenti di Grafica 3D The Rasterization Pipeline. Fondamenti di Grafica 3D The Rasterization Pipeline paolo.cignoni@isti.cnr.it http://vcg.isti.cnr.it/~cignoni Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does

More information

Accepting that the simple base case of a sp graph is that of Figure 3.1.a we can recursively define our term:

Accepting that the simple base case of a sp graph is that of Figure 3.1.a we can recursively define our term: Chapter 3 Series Parallel Digraphs Introduction In this chapter we examine series-parallel digraphs which are a common type of graph. They have a significant use in several applications that make them

More information

CSE 167: Introduction to Computer Graphics Lecture #10: View Frustum Culling

CSE 167: Introduction to Computer Graphics Lecture #10: View Frustum Culling CSE 167: Introduction to Computer Graphics Lecture #10: View Frustum Culling Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 4 due tomorrow Project

More information

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th 1. a. Show that the following sequences commute: i. A rotation and a uniform scaling ii. Two rotations about the same axis iii. Two

More information

Student Outcomes. Lesson Notes. Classwork. Opening Exercise (3 minutes)

Student Outcomes. Lesson Notes. Classwork. Opening Exercise (3 minutes) Student Outcomes Students solve problems related to the distance between points that lie on the same horizontal or vertical line Students use the coordinate plane to graph points, line segments and geometric

More information

Unit 1, Lesson 1: Moving in the Plane

Unit 1, Lesson 1: Moving in the Plane Unit 1, Lesson 1: Moving in the Plane Let s describe ways figures can move in the plane. 1.1: Which One Doesn t Belong: Diagrams Which one doesn t belong? 1.2: Triangle Square Dance m.openup.org/1/8-1-1-2

More information

Chapter - 2: Geometry and Line Generations

Chapter - 2: Geometry and Line Generations Chapter - 2: Geometry and Line Generations In Computer graphics, various application ranges in different areas like entertainment to scientific image processing. In defining this all application mathematics

More information

Shadows in the graphics pipeline

Shadows in the graphics pipeline Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects

More information

Let s start with occluding contours (or interior and exterior silhouettes), and look at image-space algorithms. A very simple technique is to render

Let s start with occluding contours (or interior and exterior silhouettes), and look at image-space algorithms. A very simple technique is to render 1 There are two major classes of algorithms for extracting most kinds of lines from 3D meshes. First, there are image-space algorithms that render something (such as a depth map or cosine-shaded model),

More information

Volume Shadows Tutorial Nuclear / the Lab

Volume Shadows Tutorial Nuclear / the Lab Volume Shadows Tutorial Nuclear / the Lab Introduction As you probably know the most popular rendering technique, when speed is more important than quality (i.e. realtime rendering), is polygon rasterization.

More information