COMPUTER G RAPH I C S Computer Graphics Implementation II Guoying Zhao 1 / 50 COMPUTER G RAPH I C S • Polygon Filling – Scan-line Conversion Approaches – Area Filling Approaches • Antialiasing • Clipping Guoying Zhao 2 / 50 COMPUTER G RAPH I C S Polygon Filling • Scan-line Conversion • Area Filling Guoying Zhao 3 / 50 COMPUTER G RAPH I C S Polygon Filling • Vertex-edge representation Pixel set representation P0 P4 P2 P3 P1 P6 P5 P7 Guoying Zhao 4 / 50 COMPUTER G RAPH I C S Scan-line Conversion P0 P4 P2 P3 P1 P6 P5 P7 Check pixel by pixel Guoying Zhao 5 / 50 COMPUTER G RAPH I C S How to judge a point inside or outside a polygon? • Shoot a radial from the point to intersect with the polygon edges; if there are odd number of intersection points, the point is inside the polygon; if even number, outside. • Odd point: the intersection point is polygon’s vertex (special case). Guoying Zhao 6 / 50 COMPUTER G RAPH I C S Scan-line Conversion P0 P4 P2 P3 P1 P6 P5 P7 Improved (limit the pixel sets into the bounding box of the polygon for speeding up) Guoying Zhao 7 / 50 COMPUTER G RAPH I C S Scan-line Conversion • Scan-line polygon-fill algorithm – Taking full advantage of the coherence properties of pixels – Three coherence properties • Area coherence • Scan-line coherence • Edge coherence Guoying Zhao 8 / 50 COMPUTER G RAPH I C S Area Coherence The screen region between two scan-lines is partitioned into some trapezoids by the polygon. (1) Two types of trapezoid: the one inside the polygon and the one outside polygon. (2) The two types of trapezoids are arranged alternately. Guoying Zhao 9 / 50 COMPUTER G RAPH I C S Scan-line Coherence Suppose the intersection points of scan-line y=e and polygon edge ei (Pi-1Pi) is xei. Suppose the intersection points sequence arranged by the xincrease is xei1, xei2, xei3 … xein. According to area coherence, we can get: (1) n is even number (2) On the scan-line, only the segments (xeik, xeik+1), k=1,3,5,…n–1) are inside the polygon. Scan-line coherence is the reflection of area coherence on a scan-line. Guoying Zhao 10 / 50 COMPUTER G RAPH I C S Edge Coherence Suppose the intersection point sequence on y=e is xei1, xei2, …xein; point sequence on y=e-1 is xdi1, xdi2, … xdin. If edge er(Pr-1Pr) intersects with both y=e and y=e-1; the corresponding points xer and xdr have following relationship: xer = xdr + 1/mr (1) Thus, we can calculate the intersection points on y=e from the points on y=e-1: Edge coherence is the reflection of area coherence on edges. Guoying Zhao 11 / 50 COMPUTER G RAPH I C S Polygon Filling • Scan-line Conversion • Area Filling Guoying Zhao 12 / 50 COMPUTER G RAPH I C S Area Filling • Area Filling: To start from a given interior position (seed) and paint outward from this point until we encounter the specified boundary conditions. • The “area” should be identified with its interior color or boundary color. – Colorate all the interior pixels to a specified color – Colorate all the boundary pixels to the boundary color Guoying Zhao 13 / 50 COMPUTER G RAPH I C S 种子填充 Two kinds of connectivity 4-connected Neighbourhood 8-connected Neighbourhood Guoying Zhao 14 / 50 COMPUTER G RAPH I C S 4-connected area and 8-connected area • 4-connected area: Giving any two interior points A and B, we can travel from A to B by the 4-directions moving: right, left, up and down moving. • To filling the 4-connected area, we only need to test its 4direction neighbors 4-connected area Guoying Zhao 15 / 50 8-connected area COMPUTER G RAPH I C S 4-connected area and 8-connected area • The boundary of 4connected area is 8connected • The boundary of 8connected area must be 4-connected Guoying Zhao 16 / 50 COMPUTER G RAPH I C S Recursive Method for Filling a 4-connected Area The area is identified by the boundary color void AreaFill4(int x, int y, int fillCol, int boundaryCol) { int currentCol = getPixel(x,y); if( (currentCol != boundaryCol)&& (currentCol != fillCol)) { setPixel(x, y, fillCol); AreaFill4(x, y+1, fillCol, boundaryCol); AreaFill4(x, y-1, fillCol, boundaryCol); AreaFill4(x-1, y, fillCol, boundaryCol); AreaFill4(x+1, y, fillCol, boundaryCol); } } Guoying Zhao 17 / 50 COMPUTER G RAPH I C S Recursive Method for Filling a 4-connected Area The area is identified by the interior color. Called floodfill algorithm void FloodFill4(int x, int y, int fillCol, int interiorCol) { int currentCol = getPixel(x,y); if( currentCol == interiorCol ) { setPixel(x, y, fillCol); FloodFill4(x, y+1, fillCol, interiorCol); FloodFill4(x, y-1, fillCol, interiorCol); FloodFill4(x-1, y, fillCol, interiorCol); FloodFill4(x+1, y, fillCol, interiorCol); } } Guoying Zhao 18 / 50 COMPUTER G RAPH I C S Recursive Method for Filling a 4-connected Area Guoying Zhao G F H E D A L O I J C B K P M N 19 / 50 COMPUTER G RAPH I C S Recursive Method for Filling a 4-connected Area Left pixel to 3 is the last one to be filled. Guoying Zhao 20 / 50 COMPUTER G RAPH I C S How to expand the algorithm for 4 –connected area to the algorithm for 8-connect area? Guoying Zhao 21 / 50 COMPUTER G RAPH I C S void AreaFill8(int x, int y, int fillCol, int boundaryCol) { int currentCol = getPixel(x,y); if((currentCol != boundaryCol) && (currentCol != fillCol)) { setPixel(x, y, fillCol); AreaFill8(x, y+1, fillCol, boundaryCol); AreaFill8(x, y-1, fillCol, boundaryCol); AreaFill8(x-1, y, fillCol, boundaryCol); AreaFill8(x+1, y, fillCol, boundaryCol); AreaFill8(x+1, y+1, fillCol, boundaryCol); AreaFill8(x+1, y-1, fillCol, boundaryCol); AreaFill8(x-1, y+1, fillCol, boundaryCol); AreaFill8(x-1, y-1, fillCol, boundaryCol); } } Guoying Zhao 22 / 50 COMPUTER G RAPH I C S Comparison Between Scan-line Conversion (A) and Area Filling (B) • Basic idea: A changes the edge list representation into lattice representation. It uses the coherences of polygons. B does not change the representation of the area, but the color. It uses the connectivity of area. • The requirements: For area filling, a seed point inside the area is needed. • Boundary: For A, the number of the intersection points of each scan line with edges should be even. For B, the boundary of 4-connected area is closed 8-connected area and the boundary of 8-connected area is closed 4-connected area. Guoying Zhao 23 / 50 COMPUTER G RAPH I C S Antialiasing • Aliasing Problems of Raster Graphics • Antialiasing Methods Guoying Zhao 24 / 50 COMPUTER G RAPH I C S Aliasing Problems of Raster Graphics • What’s aliasing? The distortion of information due to lowfrequency sampling ( undersampling ) is called aliasing Guoying Zhao 25 / 50 COMPUTER G RAPH I C S Aliasing Problems of Raster Graphics --- Jagged Boundaries y 9 8 7 6 5 4 3 2 1 0 Guoying Zhao 26 / 50 x 0 1 2 3 4 5 6 7 8 9 COMPUTER G RAPH I C S Aliasing Problems of Raster Graphics --- Shape Distortion Slim Primitives are lost Guoying Zhao 27 / 50 COMPUTER G RAPH I C S Aliasing Problems of Raster Graphics --- Sparking The slim primitive sparks when it is moved Guoying Zhao 28 / 50 COMPUTER G RAPH I C S Antialiasing • Aliasing Problems of Raster Graphics • Antialiasing Methods Guoying Zhao 29 / 50 COMPUTER G RAPH I C S Antialiasing Methods • Adopting area-sampling instead of point-sampling • Supersampling Guoying Zhao 30 / 50 COMPUTER G RAPH I C S Area-sampling Using transitional color scales on the edges Guoying Zhao 31 / 50 COMPUTER G RAPH I C S Using Transitional Color Scales on the Edges Guoying Zhao 32 / 50 COMPUTER G RAPH I C S Area-sampling • Exact area-sampling is time-consuming • Some approximate algorithms are always used – Wu’s algorithm for drawing antialiasing lines – Pitteway and Watkinson’s algorithm for drawing antialiasing polygons Guoying Zhao 33 / 50 COMPUTER G RAPH I C S Supersampling for Antialiasing • Hardware method: adopting high resolution raster display • Software method: sampling objects at a high resolution and displaying the results at a lower resolution – High resolution sampling: partition each pixel as several sub-pixels, such as the 3*3 partition. Then compute color for all the sub-pixels – Low resolution display: compute the pixel’s color by adding up all its sub-pixels’ color with a weighting mask Guoying Zhao 34 / 50 COMPUTER G RAPH I C S Supersampling for Antialiasing A B C D E F G H I 1 2 1 2 4 2 1 2 1 Weight mask for the 3*3 partition 3*3 partition Pixel color = (ColA + 2*ColB + ColC + 2*ColD + 4*ColE + 2*ColF + ColG + 2*ColH + ColI ) / 16 Guoying Zhao 35 / 50 COMPUTER G RAPH I C S Supersampling for Antialiasing 1 2 3 4 3 2 1 2 4 6 8 6 4 2 3 4 6 8 9 12 12 16 9 12 6 8 3 4 3 6 9 12 9 6 3 2 4 6 8 6 4 2 1 2 3 4 3 2 1 Weight mask for the 7*7 partition Guoying Zhao 36 / 50 COMPUTER G RAPH I C S Clipping Guoying Zhao 37 / 50 COMPUTER G RAPH I C S Clipping Guoying Zhao 38 / 50 COMPUTER G RAPH I C S Line Clipping • Clipping endpoints (Xmax , Ymax) (Xmin , Ymin) xmin < x < xmax and ymin < y < ymax • Endpoint analysis for lines: – – – • if both endpoints in , do “trivial acceptance” if one endpoint inside, one outside, must clip if both endpoints out, don’t know Brute force clip: solve simultaneous equations using y = mx + b for line and four clip edges – – Guoying Zhao point inside slope-intercept formula handles infinite lines only doesn’t handle vertical lines 39 / 50 COMPUTER G RAPH I C S Parametric Line Formulation For Clipping • Parametric form for line segment X = x0 + t(x1 – x0) 0<t<1 Y = y0 + t(y1 – y0) P(t) = P0 + t(P1 – P0) • Guoying Zhao “true,” i.e., interior intersection, if sedge and tline in [0,1] 40 / 50 COMPUTER G RAPH I C S Outcodes for Cohen-Sutherland Line Clipping in 2D • • Divide plane into 9 regions Compute the sign bit of 4 comparisons between a vertex and an edge – – ymax – y; y – ymin; xmax – x; x - xmin point lies inside only if all four sign bits are 0, otherwise exceeds edge Clip Rectangle • 4 bit outcode records results of four bounds tests: First bit: outside halfplane of top edge, above top edge Second bit: outside halfplane of bottom edge, below bottom edge Third bit: outside halfplane of right edge, to right of right edge Fourth bit: outside halfplane of left edge, to left of left edge o1=o2 =0, accept; AND(o1, o2) <>0, discard. Guoying Zhao 41 / 50 COMPUTER G RAPH I C S Outcodes for Cohen-Sutherland Line Clipping in 3D • • • Very similar to 2D Divide volume into 27 regions (Picture a Rubik’s cube) 6-bit outcode records results of 6 bounds tests Top plane Bottom plane Front plane 001000 (above) 000000 (above) 010000 (in front) 000000 (below) 000100 (below) 000000 (behind) Left plane 000001 (to left of) 000000 (to right of) First bit: Second bit: Third bit: Fourth bit: Fifth bit: Sixth bit: Guoying Zhao Back plane Right plane 000000 (in front) 000000 (to left of) 100000 (behind) 000010 (to right of) outside back plane, behind back plane outside front plane, in front of front plane outside top plane, above top plane outside bottom plane, below bottom plane outside right plane, to right of right plane outside left plane, to left of left plane 42 / 50 COMPUTER • • G RAPH I C S Cohen-Sutherland Algorithm If we can neither trivially reject/accept, divide and conquer subdivide line into two segments; then T/A or T/R one or both segments: D C I B A Clip rectangle E H G F – use a clip edge to cut line – use outcodes to choose edge that is crossed • Edges where the two outcodes differ at that particular bit are crossed – pick an order for checking edges • top – bottom – right – left – compute the intersection point • the clip edge fixes either x or y • can substitute into the line equation – iterate for the newly shortened line – “extra” clips may happen (e.g., E-I at H) Guoying Zhao 43 / 50 COMPUTER G RAPH I C S Pseudocode for the Cohen- Sutherland Algorithm • y = y0 + slope*(x - x0) and x = x0 + (1/slope)*(y - y0) ComputeOutCode(x0, y0, outcode0) ComputeOutCode(x1, y1, outcode1) repeat check for trivial reject or trivial accept pick the point that is outside the clip rectangle if TOP then x = x0 + (x1 – x0) * (ymax – y0)/(y1 – y0); y = ymax; else if BOTTOM then x = x0 + (x1 – x0) * (ymin – y0)/(y1 – y0); y = ymin; else if RIGHT then y = y0 + (y1 – y0) * (xmax – x0)/(x1 – x0); x = xmax; else if LEFT then y = y0 + (y1 – y0) * (xmin – x0)/(x1 – x0); x = xmin; if (x0, y0 is the outer point) then x0 = x; y0 = y; ComputeOutCode(x0, y0, outcode0) else x1 = x; y1 = y; ComputeOutCode(x1, y1, outcode1) until done Guoying Zhao 44 / 50 COMPUTER G RAPH I C S Cyrus-Beck/Liang-Barsky Parametric Line Clipping-1 • • Use parametric line formulation P(t) = P0 + (P1 – P0)t Determine where the line intersects the infinite line formed by each edge by solving for t 4 times. Decide which of these intersections actually occur on the rectangle • For any point PEi on edge Ei Guoying Zhao 45 / 50 COMPUTER G RAPH I C S C-B/L-B Param. Line Clipping-2 Now solve for the value of t at the intersection of P0 P1 with the edge Ei: Ni • [P(t) – PEi] = 0 First, substitute for P(t): Ni • [P0 + (P1 – P0)t – PEi] = 0 Next, group terms and distribute dot product: Ni • [P0 – PEi] + Ni • [P1 – P0]t = 0 Let D be the vector from P0 to P1 = (P1 – P0), and solve for t: Note that this gives a valid value of t only if the denominator of the expression is nonzero. t N [P P ] i 0 Ei N D i For this to be true, it must be the case that: Ni 0 (that is, the normal should not be 0; this could occur only as a mistake) D 0 (that is, P1 P0) Ni • D 0 (edge Ei and line D are not parallel; if they are, no intersection). The algorithm checks these conditions. Guoying Zhao 46 / 50 COMPUTER G RAPH I C S C-B/L-B Param. Line Clipping-3 • Eliminate t’s outside [0,1] on the line • Which remaining t’s produce interior intersections? • Can’t just take the innermost t values! • Move from P0 to P1; for a given edge, just before crossing: • if Ni • D < 0 • Pick inner PE, PL pair: tE for PPE with max t, tL for PPL with min t, and tE > 0, tL < 1. • If tL < tE, no intersection Guoying Zhao Potentially Entering (PE), if Ni • D > 0 47 / 50 Potentially Leaving (PL) COMPUTER G RAPH I C S Pseudocode for Cyrus-Beck/ Liang-Barsky Line Clipping Algorithm Pre-calculate Ni and select PEi for each edge; for each line segment to be clipped if P1 = P0 then line is degenerate so clip as a point; else begin tE = 0; tL = 1; for each candidate intersection with a clip edge if Ni • D 0 then {Ignore edges parallel to line} begin calculate t; {of line and clip edge intersection} use sign of Ni • D to categorize as PE or PL; if PE then tE = max(tE,t); if PL then tL = min(tL,t); end if tE > tL then return nil else Guoying Zhao return P(tE) and P(tL) as true clip intersections end 48 / 50 COMPUTER • • G RAPH I C S D = P1 – P0 = (x1 – x0, y1 – y0) Leave PEi as an arbitrary point on the clip edge; it’s a free variable and drops out Calculations for Parametric Line Clipping Algorithm N (P P ) i 0 Ei N D i Clip Edgei Normal Ni P Ei P0-PEi left: x = xmin (-1,0) (xmin, y) (x0- xmin,y0-y) right: x = xmax (1,0) (xmax,y) (x0- xmax,y0-y) bottom: y = ymin (0,-1) (x, ymin) (x0-x,y0- ymin) (y y ) 0 m in (y y ) 1 0 top: y = ymax (0,1) (x, ymax) (x0-x,y0- ymax) (y y ) 0 m ax (y y ) 1 0 Guoying Zhao 49 / 50 t (x x ) 0 m in (x x ) 1 0 (x x ) 0 m ax (x x ) 1 0 COMPUTER G RAPH I C S Sutherland-Hodgman Polygon Clipping Guoying Zhao 50 / 50