CS-184: Computer Graphics - University of California,...

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CS-184: Computer Graphics Lecture #10: Clipping and Hidden Surfaces Prof. James O’Brien University of California, Berkeley V2015-S-10-1.0 1 2 Today Clipping Clipping to view volume Clipping arbitrary polygons Hidden Surface Removal Z-Buffer BSP Trees Others 2 10-ClippingAndHidden.key - October 12, 2016

Transcript of CS-184: Computer Graphics - University of California,...

Page 1: CS-184: Computer Graphics - University of California, Berkeleyjob/Classes/CS184/Fall-2016-Slide… · CS-184: Computer Graphics Lecture #10: Clipping and Hidden Surfaces Prof. James

CS-184: Computer GraphicsLecture #10: Clipping and

Hidden Surfaces

Prof. James O’BrienUniversity of California, Berkeley

V2015-S-10-1.0

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Today

• Clipping • Clipping to view volume• Clipping arbitrary polygons

• Hidden Surface Removal• Z-Buffer• BSP Trees• Others

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Clipping• Stuff outside view volume should not be drawn

• Too close: obscures view

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Clipping• Stuff outside view volume should not be drawn

• Too close: obscures view• Too far :

• Complexity• Z-buffer problems

• Too high/low/right/left:• Memory errors• Broken algorithms• Complexity

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Clipping Line to Line/Plane

a

bn̂

Line segment to be clipped

Line/plane that clips it r

x(t) = a+ t(b�a)

n̂ ·x� n̂ · r= 0

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Clipping Line to Line/Plane

a

bn̂

Line segment to be clipped

Line/plane that clips it

x(t) = a+ t(b�a)

n̂ ·x� f = 0

}

n̂ · (a+ t(b�a))� f = 0n̂ ·a+ t(n̂ · (b�a))� f = 0

t =f � n̂ ·an̂ ·d

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Clipping Line to Line/Plane

a

bn̂

t =f � n̂ ·an̂ ·d

• Segment may be on one side

• Lines may be parallel

t 62 [0 . . .1]

n̂ ·d= 0|n̂ ·d| ε (Recall comments about numerical issues)

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Triangle Clip/Split

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a

b

c

-

+

-a

b

c

-

+

-a

b

c

-

+

-

Double vertices if you want separation...

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Polygon Clip to Convex Domain

• Convex domain defined by collection of planes (or lines or hyper-planes)

• Planes have outward pointing normals• Clip against each plane in turn• Check for early/trivial rejection

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Polygon Clipping• Find the part of a polygon inside the clip window?

Before Clipping

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10-ClippingAndHidden.key - October 12, 2016

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Polygon Clipping• Find the part of a polygon inside the clip window?

After Clipping

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• Clip to each window boundary one at a time

Sutherland-Hodgman Clipping 12

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• Clip to each window boundary one at a time

Sutherland-Hodgman Clipping 13

• Clip to each window boundary one at a time

Sutherland-Hodgman Clipping 14

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Sutherland-Hodgman Clipping• Clip to each window boundary one at a time

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Sutherland-Hodgman Clipping• Clip to each window boundary one at a time

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Polygon Clip to Convex Domain

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Note double edges.

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Polygon Clip to Convex Domain

Inside Outside

s

p

Output p

Inside Outside

sp

Output i

Inside Outside

s

p

No output

Inside Outside

sp

Output i and p

i

i

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Polygon Clip to Convex Domain

• Sutherland-Hodgman algorithm• Basically edge walking

• Clipping done often... should be efficient• Liang-Barsky parametric space algorithm• See text for clipping in 4D homogenized coordinates

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General Polygon Clipping

A B A�B

B�A

A\B

A[B

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• Weiler Algorithm• Double edges

General Polygon Clipping 21

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Hidden Surface Removal• True 3D to 2D projection would put every thing

overlapping into the view plane.• We need to determine what’s in front and display only

that.

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Z-Buffers• Add extra depth channel to image• Write Z values when writing pixels• Test Z values before writing

Images from Okan Arikan

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Z-Buffers

• Benefits• Easy to implement• Works for most any geometric primitive• Parallel operation in hardware

• Limitations• Quantization and aliasing artifacts• Overfill• Transparency does not work well

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Z-Buffers• Transparency requires partial sorting:

Partiallytransparent

Opaque

Opaque 1st

2nd

3rdFront

Good

Partiallytransparent

Opaque

Opaque 2nd

3rd

1st

Not Good

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Z-BuffersRecall depth-value distortions.

It’s a feature...More resolution near viewerBest use of limited precision

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A-Buffers

• Store sorted list of “fragments” at each pixel• Draw all opaque stuff first then transparent• Stuff behind full opacity gets ignored

• Nice for antialiasing...

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Scan-line Algorithm• Assume polygons don’t intersect• Each time an edge is crossed determine who’s on top

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Painter’s Algorithm• Sort Polygons Front-to-Back

• Draw in order• Back-to-Front works also, but wasteful

• How to sort quickly?• Intersecting polygons?• Cycles?

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BSP-Trees

• Binary Space Partition Trees• Split space along planes• Allows fast queries of some spatial relations

• Draw Front-to-Back• Draw same-side polygons first• Draw root node polygon (if any)• Draw other-side polygons last

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