Triangle Scan Conversion Rasterization • Rasterization (scan conversion) – Determine which pixels that are inside primitive specified by a set of vertices – Produces a set of fragments – Fragments have a location (pixel location) and other attributes such color and texture coordinates that are determined by interpolating values at vertices • Pixel colors determined later using color, texture, and other vertex properties 2 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Triangle Area Filling Algorithms • Why do we care about triangles? • Edge Equations • Edge Walking Do something easier! • Instead of polygons, let’s do something easy! • TRIANGLES! Why? 1) All polygons can be broken into triangles 2) Easy to specify 3) Always convex 4) Going to 3D is MUCH easier Polygons can be broken down Triangulate - Dividing a polygon into triangles. Is it always possible? Why? Any object can be broken down into polygons Specifying a model • For polygons, we had to worry about connectivity AND vertices. • How would you specify a triangle? (What is the minimum you need to draw one?) – Only vertices (x1,y1) (x2,y2) (x3,y3) – No ambiguity – Line equations A1x1+B1y1+C1=0 A2x2+B2y2+C2=0 A3x3+B3y3+C3=0 Triangles are always convex • What is a convex shape? An object is convex if and only if any line segment connecting two points on its boundary is contained entirely within the object or one of its boundaries. Think about scan lines again! Scan Converting a Triangle • Recap what we are trying to do • Two main ways to rasterize a triangle – Edge Equations • A1x1+B1y1+C1=0 • A2x2+B2y2+C2=0 • A3x3+B3y3+C3=0 – Edge Walking Types of Triangles What determines the spans? Can you think of an easy way to compute spans? What is the special vertex here? Edge Walking • 1. Sort vertices in y and then x • 2. Determine the middle vertex • 3. Walk down edges from P0 • 4. Compute spans P0 P1 P2 Edge Walking Pros and Cons Pros • Fast • Easy to implement in hardware Cons • Special Cases • Interpolation can be tricky Color Interpolating P0 (?, ?, ?) P1 P2 (?, ?, ?) Edge Equations P0 • A1x1+B1y1+C1=0 • A2x2+B2y2+C2=0 • A3x3+B3y3+C3=0 • How do you go from: x1, y1 - x2, y2 to A1x1+B1y1+C1? P2 P1 Given 2 points, compute A,B,C Ax0 By 0 C 0 Ax1 By1 C 0 x0 x 1 x0 x 1 x0 x 1 y0 A 1 C y1 B 1 y1 y0 x x 1 0 y0 A C 0 y1 B C 0 A C B x y x y 0 1 1 0 y0 A C y1 B C C = x 0y 1 – x 1y 0 A = y0 – y1 B = x1 – x0 Edge Equations P0 • What does the edge equation mean? • A1x1+B1y1+C1=0 • Pt1[2,1], Pt2[6,11] • A=-10, B=4, C=16 • What is the value of the equation for the: – gray part – yellow part – the boundary line • What happens when we reverse P0 and P1? P1 Combining all edge equations P0 1) Determine edge equations for all three edges 2) Find out if we should reverse the edges 3) Create a bounding box 4) Test all pixels in the bounding box whether they too reside on the same side P1 P2 Edge Equations: Interpolating Color • Given redness at the 3 vertices, set up the linear system of equations: • The solution works out to: Edge Equations: Interpolating Color • Notice that the columns in the matrix are exactly the coefficients of the edge equations! • So the setup cost per parameter is basically a matrix multiply • Per-pixel cost (the inner loop) cost equates to tracking another edge equation value (which is?) – A: 1 add Pros and Cons of Edge Equations • Pros • If you have the right hardware (PixelPlanes) then it is very fast • Fast tests • Easy to interpolate colors • Cons • Can be expensive if you don’t have hardware • 50% efficient Recap P0 P0 P1 P1 P2 P2 Scan Conversion of Line Segments • Start with line segment in window coordinates with integer values for endpoints • Assume implementation has a write_pixel function y = mx + h 23 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 DDA Algorithm • Digital Differential Analyzer – DDA was a mechanical device for numerical solution of differential equations – Line y=mx+ h satisfies differential equation where m = Dy/Dx = y2-y1/x2-x1 • Along scan line Dx = 1 at each iteration of the loop For(x=x1; x<=x2,ix++) { y+=m; write_pixel(x, round(y), line_color) } 24 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Problem • DDA = for each x plot pixel at closest y – Problems for steep lines 25 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using Symmetry • Use for 1 m 0 • For m > 1, swap role of x and y – For each y, plot closest x 26 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Bresenham’s Algorithm • DDA requires one floating point addition per step • We can eliminate all fp through Bresenham’s algorithm • Consider only 1 m 0 – Other cases by symmetry • Assume pixel centers are at half integers • If we start at a pixel that has been written, there are only two candidates for the next pixel to be written into the frame buffer 27 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Candidate Pixels 1m0 candidates last pixel 28 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Decision Variable d = Dx(b-a) d is an integer d > 0 use upper pixel d < 0 use lower pixel 29 - Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Incremental Form • More efficient if we look at dk, the value of the decision variable at x = k dk+1= dk –2Dy, if dk <0 dk+1= dk –2(Dy- Dx), otherwise •For each x, we need do only an integer addition and a test •Single instruction on graphics chips 30 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009