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![Page 1: From Vertices to Fragments II Software College, Shandong University Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com.](https://reader030.fdocuments.us/reader030/viewer/2022032606/56649eb05503460f94bb5c14/html5/thumbnails/1.jpg)
From Vertices to Fragments II
Software College, Shandong University
Instructor: Zhou Yuanfeng E-mail: [email protected]
![Page 2: From Vertices to Fragments II Software College, Shandong University Instructor: Zhou Yuanfeng E-mail: yuanfeng.zhou@gmail.com.](https://reader030.fdocuments.us/reader030/viewer/2022032606/56649eb05503460f94bb5c14/html5/thumbnails/2.jpg)
Review
•Cyrus-Beck clipping algorithm;•Liang-Barsky clipping algorithm;•Sutherland-Hodgman polygon clipping;•DDA line algorithm;•Bresenham’s line algorithm;
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3
Objectives
•Rasterization: Polygon scan conversion algorithm;
•Hidden surface removal•Aliasing
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Polygon Scan Conversion
•Scan Conversion = Fill•How to tell inside from
outside Convex easy
Nonsimple difficult
Odd even test• Count edge crossings
Winding number odd-even fill
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Winding Number
•Count clockwise encirclements of point
•Alternate definition of inside: inside if winding number 0
winding number = 2
winding number = 1
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OpenGL & Concave Polygon
•OpenGL can only fill convex polygon correctly
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OpenGL & Concave Polygon
// create tessellator
GLUtesselator *tess = gluNewTess();
// describe non-convex polygon
gluTessBeginPolygon(tess, user_data);
// first contour
gluTessBeginContour(tess);
gluTessVertex(tess, coords[0], vertex_data);
...
gluTessEndContour(tess);
...
gluTessEndPolygon(tess);
// delete tessellator after processing
gluDeleteTess(tess); 7
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Constrained Delaunay Triangulation
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Filling in the Frame Buffer
•Fill at end of pipeline Convex Polygons only
Nonconvex polygons assumed to have been tessellated
Shades (colors) have been computed for vertices (Gouraud shading)
Combine with z-buffer algorithm• March across scan lines interpolating shades• Incremental work small
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Using Interpolation
span
C1
C3
C2
C5
C4scan line
C1 C2 C3 specified by glColor or by vertex shadingC4 determined by interpolating between C1 and C2
C5 determined by interpolating between C2 and C3
interpolate between C4 and C5 along span
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Flood Fill
• Fill can be done recursively if we know a seed point located inside (WHITE)
• Scan convert edges into buffer in edge/inside color (BLACK)
flood_fill(int x, int y) { if(read_pixel(x,y)= = WHITE) { write_pixel(x,y,BLACK); flood_fill(x-1, y); flood_fill(x+1, y); flood_fill(x, y+1); flood_fill(x, y-1); } } //4 directions
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Flood Fill
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//8 directions
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Flood Fill with Scan Line
13
1
2
1
2
10
2
2
2
2
3
32
2
2
2
2Stack
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Scan Line Fill
• Can also fill by maintaining a data structure of all intersections of polygons with scan lines
Sort by scan line
Fill each span
vertex order generated by vertex list
desired order
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Singularities
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Data Structure
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Scan line filling
• For each scan line:
1.Find the intersections of the scan line with all edges of the polygon;
2.Sort the intersections by increasing x-coordinate;
3.Fill in all pixels between pairs of intersections.
Problem:
Calculating intersections is slow.
Solution:
Incremental computation / coherence
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Coherence of Region
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,,,1,0),,( niyxP iii niii yyy
10
876543210 854726013 ,,,,,,,, yyyyyyyyy
Trapezoid: inside and outside
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Coherence of Scan Line
• e is an integer; ≥e ≥
• Intersections number is even;• are inside; 19
654321 467320 ,,,,, eeeeee xxxxxx
insideinsideinside
0iy
niy
leieieiei xxxx ,,,,321
1,,5,3,1),(1
lkxxkk eiei
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Coherence of Edge
• Intersection points
of d is le and ld
The number of le = ld and are on the same edge
20
ed
y63
y241,, , kiki ydey
),( dxrdi),( ex
rei
rdrer mxx /1
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Coherence of Edge
• Observation: Not all edges intersect each scanline.
• Many edges intersected by scanline i will also be intersected by scanline i+1
• Formula for scanline s is y = s, for an edge is y = mx + b
• Their intersection is s = mxs + b --> xs = (s-b)/m
• For scanline s + 1, xs+1 = (s+1 - b)/m = xs + 1/m
• Incremental calculation: xs+1 = xs + 1/m
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Data Structure
22
Edge index table ET
Active Edge List AEL
Node:
ymax The max coord y;
x The bottom x coord of edge
in ET, the intersection x of edge
and scan line in AEL.
Δx 1/m
next the next node
Where is the end of one edge
while scanning
Initial x
Current scan line and edge intersection
When y=y+1, x=x+1/m
Next edge
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Data Structure ET
23
y
12
56
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Data Structure AEL
24
AEL is the edges list which intersect with
current scan line, the next intersection
can be computed by:
rdrer mxx /1
Active
Edge
List
-5/35 7
AEL
e0 e5
4 212
AEL at y=2 scan line
-5/35 5
AEL
e0 e5
4 214
AEL at y=3 scan line
2
ymax
x1/m
Edge list is ordered
according x increasing
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Algorithm
Construct the Edge Table (ET);
Active Edge List (AEL) = null;
for y = Ymin to Ymax
Merge-sort ET[y] into AEL by x value
Fill between pairs of x in AEL
for each edge in AEL
if edge.ymax = y
remove edge from AEL
else
edge.x = edge.x + dx/dy
sort AEL by x value
end scan_fill25
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Hidden Surface Removal
•Object-space approach: use pairwise testing between polygons (objects space)
•Worst case complexity O(n2) for n polygons
partially obscuring can draw independently
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Image Space Approach
•Look at each projector (nm for an n x m frame buffer) and find closest of k polygons
•Complexity O(nmk)
•Ray tracing •z-buffer
•Fast but with low paint quality
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Painter’s Algorithm
•Render polygons a back to front order so that polygons behind others are simply painted over
B behind A as seen by viewer Fill B then A
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Depth Sort
•Requires ordering of polygons first O(n log n) calculation for ordering
Not every polygon is either in front or behind all other polygons
• Order polygons and deal with
easy cases first, harder later
Polygons sorted by distance from COP
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Easy Cases
• (1) A lies behind all other polygons Can render
• (2) Polygons overlap in z but not in either x or y
Can render independently
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Hard Cases
(3) Overlap in all directionsbut can one is fully on one side of the other
cyclic overlap
penetration
(4)
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Back-Face Removal (Culling)
face is visible iff 90 -90equivalently cos 0or v • n 0
plane of face has form ax + by +cz +d =0but after normalization n = ( 0 0 1 0)T
need only test the sign of c
In OpenGL we can simply enable cullingbut may not work correctly if we have nonconvex objects
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z-Buffer Algorithm
• Use a buffer called the z or depth buffer to store the depth of the closest object at each pixel found so far
• As we render each polygon, compare the depth of each pixel to depth in z buffer
• If less, place shade of pixel in color buffer and update z buffer
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z-Buffer Algorithm
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z-Buffer Algorithm
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Example
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Example
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Example
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Efficiency
• If we work scan line by scan line as we move across a scan line, the depth changes satisfy ax+by+cz=0
Along scan line
y = 0z = - x
c
a
In screen space x = 1
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Scan-Line Algorithm
•Can combine shading and hsr through scan line algorithm
scan line i: no need for depth information, can only be in noor one polygon
scan line j: need depth information only when inmore than one polygon
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z-Buffer Scan-Line
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Implementation
•Need a data structure to store Flag for each polygon (inside/outside)
Incremental structure for scan lines that stores which edges are encountered
Parameters for planes for intersections
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Visibility Testing
• In many real-time applications, such as games, we want to eliminate as many objects as possible within the application
Reduce burden on pipeline
Reduce traffic on bus
•Partition space with Binary Spatial Partition (BSP) Tree
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Simple Example
consider 6 parallel polygons
top view
The plane of A separates B and C from D, E and F
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BSP Tree
•Can continue recursively Plane of C separates B from A
Plane of D separates E and F
•Can put this information in a BSP tree Use for visibility and occlusion testing
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BSP Tree
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BSP Algorithm
Choose a polygon P from the list.
Make a node N in the BSP tree, and add P to the list of polygons at that node.
For each other polygon in the list:
If that polygon is wholly in front of the plane containing P, move that polygon to the list of nodes in front of P.
If that polygon is wholly behind the plane containing P, move that polygon to the list of nodes behind P.
If that polygon is intersected by the plane containing P, split it into two polygons and move them to the respective lists of polygons behind and in front of P.
If that polygon lies in the plane containing P, add it to the list of polygons at node N.
Apply this algorithm to the list of polygons in front of P.
Apply this algorithm to the list of polygons behind P.47
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BSP display
Type TreeTree* front;Face face;Tree *back;
EndAlgorithm DrawBSP(Tree T; point: w)
//w 为视点If T is null then return; endifIf w is in front of T.face then
DrawBSP(T.back,w);Draw(T.face,w);DrawBSP(T.front,w);
Else // w is behind or on T.face DrawBSP(T.front,w);Draw(T.face,w);DrawBSP(T. back,w);
Endifend
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Aliasing
• Ideal rasterized line should be 1 pixel wide
•Choosing best y for each x (or visa versa) produces aliased raster lines
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Antialiasing by Area Averaging
• Color multiple pixels for each x depending on coverage by ideal line
original antialiased
magnified
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Polygon Aliasing
•Aliasing problems can be serious for polygons
Jaggedness of edges
Small polygons neglected
Need compositing so color
of one polygon does not
totally determine color of
pixel
All three polygons should contribute to color
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Time-domain aliasing
•Adding ray tracing line from one pixel;
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