CS 325 Computer Graphics 02 / 15 / 2012 Instructor: Michael Eckmann Today’s Topics • Questions? Comments? • Clipping – Line Clipping algorithms – Polygon clipping • 3d Mathematics – Right handed coordinate system – Vectors and operations (dot product, cross product) – 3D line equation – Plane equation Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Clipping | this region code is 4 bits 1st bit is the sign of yT-y 2nd bit is the sign of y-yB 3rd bit is the sign of xR-x 4th bit is the sign of x-XL 0 = positive 1 = negative 1001 1000 | 1010 --------------|-----------------------|-------------| 0001 Clipping window is the center area in the right diagram | | | | 0000 | 0010 --------------|-----------------------|-------------| containing 0000 0101 | | 0100 | Michael Eckmann - Skidmore College - CS 325 - Spring 2012 | | 0110 Clipping • Liang-Barsky line clipping – based on parametric equation of a line • given end points (x0 , y0) and (xend , yend) the parametric equations of a line are: • x = x0 + u (xend – x0) • y = y0 + u (yend – y0) • 0 <= u <= 1 – recall that our clipping window has the following vertices in the world (xL, yB), (xR, yB), (xR, yT), (xL, yT) – and a point (x,y) is visible if xL <= x <= xR AND yB <= y <= yT – replace the parametric equations for x and y in those inequalites xL <= x0 + u (xend – x0) <= xR yB <= y0 + u (yend – y0) <= yT Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Liang-Barsky Line Clipping xL <= x0 + u (xend – x0) <= xR yB <= y0 + u (yend – y0) <= yT – which can be expressed as 4 inequalities of the form • u pk <= qk, where k = 1, 2, 3, or 4 and – p1= (x0 – xend) p2= (xend – x0) p3= (y0 – yend) p4= (yend – y0) – q1= (x0 – xL) q2= (xR – x0) q3= (y0 – yB) q4= (yT – y0) – a line parallel to a clipping edge has pk= 0, where k represents the edge to which it is parallel: 1=Left, 2=Right, 3=Bottom, 4=Top – if (pk== 0 and qk< 0) then line completely outside boundary, done – if (pk== 0 and qk>= 0) then the line is inside the boundary – if (pk< 0) then the line goes from outside to inside of the infinite extension of a clipping window edge – if (pk> 0) then the line goes from inside to outside of the infinite extension of a clipping window edge Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Liang-Barsky Line Clipping – Recall what k's mean: 1=Left, 2=Right, 3=Bottom, 4=Top – when pk is non-zero, we find the intersection of the line with the infinite extension of the clipping window edge k • recall that u pk <= qk so this intersection is simply when u = qk/pk – initialize u1 to be 0 and u2 to be 1 (line segment between u = 0 and 1) – For each of the four infinite extensions of a clipping window edge we calculate either r1 or r2 • r1 is the u parameter for the intersection of the line with the edge when coming from the outside of the clipping window to the inside (p < 0) • r2 is the u parameter for the intersection of the line with the edge when coming from the inside of the clipping window to the outside (p > 0) • if p<0, update u1 to be r1 if it results in a shorter line (i.e. if r1 > u1) • if p>0, update u2 to be r2 if it results in a shorter line (i.e. if r2 < u2) • if u1 > u2 we reject the line, and we're done. – if it makes it through all four boundary checks without rejection, then the line to be drawn is between u1 and u2. Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Liang-Barsky Line Clipping • Example of Liang-Barsky line clipping algorithm in action – (x0,y0) = (10,5) – (xend,yend) = (30,30) – Clipping window: xL = 20, xR = 35, yB = 10, yT = 20. – – – – – – – – – p1= (x0 – xend) = -20 p2= (xend – x0) = 20 p3= (y0 – yend) = -25 p4= (yend – y0) = 25 q1= (x0 – xL) = -10 q2= (xR – x0) = 25 q3= (y0 – yB) = -5 q4= (yT – y0) = 15 u1= 0 and u2= 1 to start, let's run the algorithm on the board Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Liang-Barsky Line Clipping • Another example – (x0,y0) = (10,18) – (xend,yend) = (25,25) – Clipping window: xL = 20, xR = 35, yB = 10, yT = 20. – – – – – – – – – p1= (x0 – xend) = -15 p2= (xend – x0) = 15 p3= (y0 – yend) = -17 p4= (yend – y0) = 17 q1= (x0 – xL) = -10 q2= (xR – x0) = 25 q3= (y0 – yB) = 8 q4= (yT – y0) = 2 u1= 0 and u2= 1 to start, let's run the algorithm on the board Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Line Clipping • Liang-Barsky (L-B) vs. Cohen-Sutherland (C-S) – L-B in general more efficient • updates of u1 & u2 require only one divide • window edge intersections are computed only once when u1 & u2 are final – C-S • repeatedly calcs intersections along a line path even though line may be completely outside clipping window • each intersection calc requires a divide and a multiply • Both line clipping algorithms can be extended to 3-d • A third line clipping algorithm, Nicholl-Lee-Nicholl (N-L-N), which we will not go into is faster than both L-B & C-S but it cannot be extended to 3-d. Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Polygon Clipping • Polygon clipping – Polygons can be clipped against successive infinite extensions of the clipping window edges – Keep track of new vertices (intersections with edge of clipping window) at each stage. – Notice the number of vertices increased in the example below. Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Polygon Clipping Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Polygon Clipping • The text describes two polygon clipping algorithms. • The Sutherland-Hodgman algorithm and the Weiler-Atherton algorithm. • A major difference between the two is that the Sutherland-Hodgman algorithm produces as output one polygon. • Think about a concave polygon that when clipped, really should result in two polygons. Example on board. Michael Eckmann - Skidmore College - CS 325 - Spring 2012 3d math (Ch. 9, Appdx A, Sec. 4-7) • Coordinate systems • Vectors • Lines • Plane • Homogeneous Coordinates of a 3d point • Transformations – Translation – Scaling – Rotation (about x, y, z) – Shear (in xy) Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Right-handed 3d coordinate system Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Left-handed 3d coordinate system Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • A vector is a directed line segment that has magnitude (length) and direction. • We can define a vector as the difference between two points. (Example on board.) fig A-13 in text. • In 2 dimensions: V = P2-P1 = (vx, vy) • In 3 dimensions: V = P2-P1 = (vx, vy, vz) • The vx, vy, and vz values are the projections of the line segment onto the x, y and z axes, respectively. • Magnitude of a Vector is determined by the Pythagorean theorem: • For 2d: |V| = sqrt(vx2 + vy2) and for 3d: |V| = sqrt(vx2 + vy2 + vz2) Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • For 2d vectors: the direction of a vector is often specified as an angle in relation to the horizontal. • For 3d vectors: the direction of a vector is often specified as three angles in relation to the positive axes. (note: The alpha in the diagram would only be accurate if V was on the y-z plane.) • cos α = vx / |V| • cos β = vy / |V| • cos γ = vz / |V| • cos2 α + cos2 β + cos2 γ = 1 Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • A vector has a direction and a magnitude. Does it have a position in the coordinate system? Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • A vector has a direction and a magnitude. Does it have a position in the coordinate system? – No – Example: – p1 = (5,5,5), p2 = (7,7,5), p3 = (2,7,3), p4 = (4,9,3) – The vectors generated by • [p2 – p1] and [p4 – p3] result in the same vector • which is [2,2,0] • what's its magnitude? • what's its direction? • what's its position? Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • A vector has a direction and a magnitude. Does it have a position in the coordinate system? – No – Example: – p1 = (5,5,5), p2 = (7,7,5), p3 = (2,7,3), p4 = (4,9,3) – The vectors generated by • [p2 – p1] and [p4 – p3] result in the same vector • which is [2,2,0] • what's its magnitude? sqrt (4+4) = sqrt(8) = 2*sqrt(2) • what's its direction? – cos-1(sqrt(2)/2) = 45 degrees – cos-1(sqrt(2)/2) = 45 degrees – cos-1(0) = 90 degrees • what's its position? – it has no position Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • Vector addition: V1 + V2 = (v1x+v2x, v1y+v2y, v1z+v2z) • Scalar multiplication: sV = (svx, svy, svz) • Dot product (aka scalar product) of 2 vectors results in a scalar: V1 ● V2 = |V1| |V2|cos θ θ is the (smaller) angle between the two vectors alternatively: V1 ● V2 = v1xv2x+v1yv2y+v1zv2z • What would be the dot product of two perpendicular vectors (those with the angle between them being 90 degrees)? Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • Cross product (aka vector product) of 2 vectors results in a vector: V1 x V2 = u |V1| |V2|sin θ θ is the angle between the two vectors u is a unit vector (length = 1) perpendicular to both V1 and V2 u's direction is determined by the right-hand rule • Right-hand rule is: with your right hand, grasp the axis perpendicular to the plane of the two vectors and make sure that the direction of your fingers curve from v1 to v2. u's direction is the direction of your thumb. • Alternatively: • V1 x V2 = (v1yv2z – v1z v2y, v1zv2x – v1x v2z, v1xv2y – v1y v2x) • Cross product is not commutative, nor associative. • V1 x V2 = - (V2 x V1) Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • Cross product of two vectors is a vector that is perpendicular to the two vectors and has magnitude equal to the area of the parallelogram formed by the two vectors. (picture on board) Michael Eckmann - Skidmore College - CS 325 - Spring 2012 vectors • Recap – a vector has magnitude and direction (but no position) – addition of 2 vectors results in a vector – a scalar times a vector results in a vector – Cross product of two vectors results in a vector – but – dot product of two vectors results in a scalar Michael Eckmann - Skidmore College - CS 325 - Spring 2012 lines • Parametric equation of a line in 3 dimensions – Given points P1 and P2 the equation of a line that contains these points is: x = x1 + t(x2 – x1) y = y1 + t(y2 – y1) z = z1 + t(z2 – z1) – Given a point P1 and vector V the equation of a line that contains the point and is in the direction of V is: x = x1 + t(xv) y = y1 + t(yv) z = z1 + t(zv) • Line = P1 + t (P2 – P1) • Line = P1 + Vt Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Planes (part of 4-7) • The general plane equation: Ax + By + Cz + D = 0 • A, B, C, D are constants and (x,y,z) are the coordinates of the points on the plane. • A useful form of the plane equation is: A'x + B'y + C'z + D' = 0 where A'=A/d, B'=B/d, C'=C/d, D'=D/d, and d = sqrt(A2 + B2 + C2) • Because then it's easy to find the distance between a point (x1, y1, z1) and the plane which is simply: A'x1 + B'y1 + C'z1 + D' • A normal vector to a plane is perpendicular to the plane. • If the equation of the plane is Ax + By + Cz + D = 0, then a normal to the plane is the vector (A, B, C) • Pictures on board. Michael Eckmann - Skidmore College - CS 325 - Spring 2012 The plane equation • From the drawing on the board – Equation of the plane: Ax + By + Cz + D = 0 – Given three non collinear points, P1, P2, P3 these points uniquely determine the plane – The cross product of P1 - P2 and P3 - P2, gives us a normal vector N. – For an arbitrary point P = (x, y, z), P is on the plane if N ● [P - P2] = 0 – Why? Michael Eckmann - Skidmore College - CS 325 - Spring 2012 The plane equation • From the drawing on the board – Equation of the plane: Ax + By + Cz + D = 0 – Given three non collinear points, P1, P2, P3 these points uniquely determine the plane – The cross product of P1 - P2 and P3 - P2, gives us a normal vector N. – For an arbitrary point P = (x, y, z), P is on the plane if N ● [P - P2] = 0 – Why? Because if N is normal to the plane, and P-P2 is a vector on the plane, then the angle between these is 90 degrees and so the dot product will be 0, since cos(90) = 0. – If P is not on the plane, therefore P-P2 is not on the plane, so what happens? Michael Eckmann - Skidmore College - CS 325 - Spring 2012 The plane equation • For an arbitrary point P = (x, y, z), P is on the plane if N ● [P - P2] = 0 – So, we can derive the plane equation like so: – N = (A, B, C) and is normal to the plane – P = (x, y, z) and represents any point on the plane – P2 = (x2, y2, z2) is some fixed point on the plane N ● [P - P2] = [A,B,C]●[x-x2,y-y2, z-z2]= A(x-x2) + B(y-y2) + C(z-z2) = Ax + By + Cz + A(-x2) + B(-y2) + C(-z2) = 0 Notice that x, y and z are variables and the rest are constant values so this gives Ax + By + Cz + D = 0 where D = A(-x2) + B(-y2) + C(-z2) Michael Eckmann - Skidmore College - CS 325 - Spring 2012 Inverse Transforms and Identity • The inverse of a Matrix is the matrix that when multiplied by the original results in the Identity matrix. • The identity matrix is an nxn matrix with 1's along the main diagonal (from upperleft to lowerright) and 0's elsewhere. • MM-1 = I = M-1M Michael Eckmann - Skidmore College - CS 325 - Spring 2012 • Reminder about Homogeneous Coordinates When we transform some homogeneous point (x,y,z,1) we may end up with something other than 1 in the homogeneous parameter slot i.e. (x1,y1,z1,w), w!= 1. • To figure out which point to plot in 3d, we need to divide each coordinate by w • x' = x1 / w • y' = y1 / w • z' = z1 / w • 1=w/w • so we plot (x',y',z') Michael Eckmann - Skidmore College - CS 325 - Spring 2012 3d transformations • Translation • Scale • Rotation • Shear Michael Eckmann - Skidmore College - CS 325 - Spring 2012 3d Translation • 3d Translation in homogeneous coordinates is a direct extension of translation in 2d. [ 1 0 0 tx ] [x] [x+tx] [ 0 1 0 ty ] [y] = [y+ty] [ 0 0 1 tz ] [z] [z+tz] [ 0 0 0 1 ] [1] [ 1 ] Michael Eckmann - Skidmore College - CS 325 - Spring 2012 3d Scale • 3d Scale [ sx 0 [ 0 sy [ 0 0 [ 0 0 0 0 sz 0 0] 0] 0] 1] [x] [y] = [z] [1] [sxx] [syy] [szz] [1] • 3d Scale has the same problem/feature that 2d scaling has, namely it also translates. Michael Eckmann - Skidmore College - CS 325 - Spring 2012