CS 445 / 645 Introduction to Computer Graphics Lecture 9 Clipping Assignment 1 Do a writeup (call it README) • Indicate which version of Visual Studio you used • Also indicate what you do for extra credit • Also, if your program doesn’t work, explain what you did to help us provide partial credit Copy all code (including source) required to run your program to • username/Assignment1 Name executable • assign1.exe Review: Polygon Rasterization For scanline, determine all intersections of polygon edges with scanline Sort edge intersections in least to greatest order Use parity count to determine when pixels are drawn Horizontal lines do not contribute to parity count Ymin endpoints do contribute to parity count Ymax endpoints do not contribute to parity count Not drawn because H is max of AH And HG does not contribute H F Not drawn because D is min of ED And increments counter to 2. DC doesn’t contribute G E D A C B Bottom edge drawn because A is min of AH. AB does not contribute Next Topic: Clipping We’ve been assuming that all primitives (lines, triangles, polygons) lie entirely within the viewport • In general, this assumption will not hold: Clipping Analytically calculating the portions of primitives within the viewport Why Clip? Bad idea to rasterize outside of framebuffer bounds Also, don’t waste time scan converting pixels outside window Clipping The naïve approach to clipping lines: for each line segment for each edge of viewport find intersection point pick “nearest” point B if anything is left, draw it What do we mean by “nearest”? How can we optimize this? D C A Trivial Accepts Big optimization: trivial accept/rejects How can we quickly determine whether a line segment is entirely inside the viewport? A: test both endpoints. Trivial Rejects How can we know a line is outside viewport? A: if both endpoints on wrong side of same edge, can trivially reject line Clipping Lines To Viewport Combining trivial accepts/rejects • Trivially accept lines with both endpoints inside all edges of the viewport • Trivially reject lines with both endpoints outside the same edge of the viewport • Otherwise, reduce to trivial cases by splitting into two segments Cohen-Sutherland Line Clipping Divide viewplane into regions defined by viewport edges Assign each region a 4-bit outcode: 1001 1000 1010 0001 0000 0010 0101 0100 0110 Cohen-Sutherland Line Clipping Assign an outcode to each vertex of line to test • Bit 1 = sign bit of (ymax – y) • If both outcodes = 0, trivial accept – bitwise OR • bitwise AND vertex outcodes together – if result 0, trivial reject Cohen-Sutherland Line Clipping If line cannot be trivially accepted or rejected, subdivide so that one or both segments can be discarded Pick an edge that the line crosses (how?) Intersect line with edge (how?) Discard portion on wrong side of edge and assign outcode to new vertex Apply trivial accept/reject tests; repeat if necessary Cohen-Sutherland Line Clipping If line cannot be trivially accepted or rejected, subdivide so that one or both segments can be discarded Pick an edge that the line crosses • Check against edges in same order each time – For example: top, bottom, right, left D C B A E Cohen-Sutherland Line Clipping Intersect line with edge (how?) D C B A E Cohen-Sutherland Line Clipping Discard portion on wrong side of edge and assign outcode to new vertex D C B A Apply trivial accept/reject tests and repeat if necessary Viewport Intersection Code • (x1, y1), (x2, y2) intersect with vertical edge at xright – yintersect = y1 + m(xright – x1), m=(y2-y1)/(x2-x1) • (x1, y1), (x2, y2) intersect with horizontal edge at ybottom – xintersect = x1 + (ybottom – y1)/m, m=(y2-y1)/(x2-x1) Cohen-Sutherland Review • Use opcodes to quickly eliminate/include lines – Best algorithm when trivial accepts/rejects are common • Must compute viewport clipping of remaining lines – Non-trivial clipping cost – Redundant clipping of some lines More efficient algorithms exist Solving Simultaneous Equations Equation of a line • Slope-intercept (explicit equation): y = mx + b • Implicit Equation: Ax + By + C = 0 • Parametric Equation: Line defined by two points, P0 and P1 – P(t) = P0 + (P1 - P0) t, where P is a vector [x, y]T – x(t) = x0 + (x1 - x0) t – y(t) = x0 + (y1 - y0) t Parametric Line Equation Describes a finite line Works with vertical lines (like the viewport edge) 0 <=t <= 1 • Defines line between P0 and P1 t<0 • Defines line before P0 t>1 • Defines line after P1 Parametric Lines and Clipping Define each line in parametric form: • P0(t)…Pn-1(t) Define each edge of viewport in parametric form: • PL(t), PR(t), PT(t), PB(t) Could perform Cohen-Sutherland intersection tests using appropriate viewport edge and line Line / Edge Clipping Equations Faster line clippers use parametric equations Line 0: • x0 = x00 + (x01 - x00) t0 • y0 = y00 + (y01 - y00) t0 Viewport Edge L: • xL = xL0 + (xL1 - xL0) tL • yL = yL0 + (yL1 - yL0) tL x00 + (x01 - x00) t0 = xL0 + (xL1 - xL0) tL y00 + (y01 - y00) t0 = yL0 + (yL1 - yL0) tL • Solve for t0 and/or tL Cyrus-Beck Algorithm We wish to optimize line/line intersection • Start with parametric equation of line: – P(t) = P0 + (P1 - P0) t • And a point and normal for each edge – PL, NL Cyrus-Beck Algorithm Find t such that PL NL [P(t) - PL] = 0 P(t) Inside P0 Substitute line equation for P(t) Solve for t • t = NL [PL – P0] / -NL [P1 - P0] NL P1 Cyrus-Beck Algorithm Compute t for line intersection with all four edges Discard all (t < 0) and (t > 1) Classify each remaining intersection as • Potentially Entering (PE) • Potentially Leaving (PL) NL [P1 - P0] > 0 implies PL NL [P1 - P0] < 0 implies PE • Note that we computed this term when computing t Cyrus-Beck Algorithm Compute PE with largest t Compute PL with smallest t Clip to these two points PL PL PE PE P0 P1 Cyrus-Beck Algorithm Because of horizontal and vertical clip lines: • Many computations reduce Normals: (-1, 0), (1, 0), (0, -1), (0, 1) Pick constant points on edges solution for t: • -(x0 - xleft) / (x1 - x0) • (x0 - xright) / -(x1 - x0) • -(y0 - ybottom) / (y1 - y0) • (y0 - ytop) / -(y1 - y0) Comparison Cohen-Sutherland • Repeated clipping is expensive • Best used when trivial acceptance and rejection is possible for most lines Cyrus-Beck • Computation of t-intersections is cheap • Computation of (x,y) clip points is only done once • Algorithm doesn’t consider trivial accepts/rejects • Best when many lines must be clipped Liang-Barsky: Optimized Cyrus-Beck Nicholl et al.: Fastest, but doesn’t do 3D Clipping Polygons Clipping polygons is more complex than clipping the individual lines • Input: polygon • Output: original polygon, new polygon, or nothing When can we trivially accept/reject a polygon as opposed to the line segments that make up the polygon? Why Is Clipping Hard? What happens to a triangle during clipping? Possible outcomes: triangle triangle triangle quad triangle 5-gon How many sides can a clipped triangle have? How many sides? Seven… Why Is Clipping Hard? A really tough case: Why Is Clipping Hard? A really tough case: concave polygon multiple polygons Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the viewport edge’s equation Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping: The Algorithm Basic idea: • Consider each edge of the viewport individually • Clip the polygon against the edge equation • After doing all edges, the polygon is fully clipped Sutherland-Hodgeman Clipping Input/output for algorithm: • Input: list of polygon vertices in order • Output: list of clipped poygon vertices consisting of old vertices (maybe) and new vertices (maybe) Note: this is exactly what we expect from the clipping operation against each edge Sutherland-Hodgeman Clipping Sutherland-Hodgman basic routine: • Go around polygon one vertex at a time • Current vertex has position p • Previous vertex had position s, and it has been added to the output if appropriate Sutherland-Hodgeman Clipping Edge from s to p takes one of four cases: (Orange line can be a line or a plane) inside outside inside outside inside outside p s p p output s i output p inside p s no output i output p output outside s Sutherland-Hodgeman Clipping Four cases: • s inside plane and p inside plane – Add p to output – Note: s has already been added • s inside plane and p outside plane – Find intersection point i – Add i to output • s outside plane and p outside plane – Add nothing • s outside plane and p inside plane – Find intersection point i – Add i to output, followed by p Point-to-Plane test A very general test to determine if a point p is “inside” a plane P, defined by q and n: (p - q) • n < 0: p inside P (p - q) • n = 0: p on P (p - q) • n > 0: p outside P Remember: p • n = |p| |n| cos (q) q = angle between p and n q q q n p n p p P P P n Finding Line-Plane Intersections Edge intersects plane P where E(t) is on P • q is a point on P • n is normal to P (L(t) - q) • n = 0 t = [(q - L0) • n] / [(L1 - L0) • n] • The intersection point i = L(t) for this value of t Line-Plane Intersections Again, lots of opportunity for optimization