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UBI 516 Advanced Computer Graphics

UBI 516 Advanced Computer Graphics. Visible Surface De tection. Aydın Öztürk ozturk @ ube.ege.edu.tr http://www. ube.ege.edu.tr/~ozturk. Review : Rendering Pipeline. Almost finished with the rendering pipeline: Modeling transformations Viewing transformations Projection transformations

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UBI 516 Advanced Computer Graphics

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  1. UBI 516Advanced Computer Graphics Visible Surface Detection Aydın Öztürk ozturk@ube.ege.edu.tr http://www.ube.ege.edu.tr/~ozturk

  2. Review: Rendering Pipeline • Almost finished with the rendering pipeline: • Modeling transformations • Viewing transformations • Projection transformations • Clipping • Scan conversion • We now know everything about how to draw a polygon on the screen, except visible surface detection.

  3. Invisible Primitives • Why might a polygon be invisible? • Polygon outside the field of view • Polygon is backfacing • Polygon is occluded by object(s) nearer the viewpoint • For efficiency reasons, we want to avoid spending work on polygons outside field of view or backfacing • For efficiency and correctness reasons, we need to know when polygons are occluded

  4. View Frustum Clipping • Remove polygons entirely outside frustum • Note that this includes polygons “behind” eye (actually behind near plane) • Pass through polygons entirely inside frustum • Modify remaining polygonsto pass through portions intersecting view frustum

  5. View Frustum Clipping • Canonical View Volumes • Remember how we defined cameras • Eye point, lookat point, v-up • Orthographic | Perspective • Remember how we define viewport • Width, height (or field of view, aspect ratio) • These two things define rendered volume of space • Standardize the height, length, and width of view volumes

  6. View Frustum Clipping • Canonical View Volumes

  7. Review Rendering Pipeline • Clipping equations are simplified • Perspective and Orthogonal (Parallel) projections have consistent representations

  8. Perspective Viewing Transformation • Remember the viewing transformation for perspective projection • Translate eye point to origin • Rotate such that projection vector matches –z axis • Rotate such that up vector matches y • Add to this a final step where we scale the volume

  9. Canonical Perspective Volume • Scaling

  10. Clipping • Because both camera types are represented by same viewing volume • Clipping is simplified even further

  11. Visible Surface Detection There are many algorithms developed for the visible surface detection ● Some methods involve more processing time. ● Some methods require more memory. ● Some others apply only to special types of objects.

  12. Classification of Visible-Surface Detection Algorithms They are classified according to whether they deal with object definitions or with their projected images. ● Object space methods. ● Image-space methods. Most visible-surface algorithms use image space method.

  13. Back-Face Detection • Most objects in scene are typically “solid”

  14. Note: backface detectionalone doesn’t solve thehidden-surface problem! Back-Face Detection (cont.) • On the surface of polygons whose normals point away from the camera are always occluded:

  15. Back-Face Detection yv • This test is based on inside-outside test. A point (x,y,z) is inside if N=(A,B,C) xv V zv • We can simplify this test by considering the normal vector vector N to a polygon surface, which has Cartesian components (A,B,C). • If V is a vector in the viewing direction from eye then this polygon is back face if V●N > 0. • If the object descriptions have been converted to projection coordinates and viewing direction is parallel to zv axis then V=(0, 0, Vz) and V●N=VzC so that we only need to consider the sign of C.

  16. Depth-Buffer (z-Buffer) Method • This method compares surface depths at each pixel position on the projection plane. • Each surface is processed separetly, one point at a time across the surface. • Surface S1 is closest to view plane, so its surface intensity value at (x,y) is saved. S3 S2 yv S1 xv (x,y) zv

  17. Steps for Depth-Buffer (z-Buffer) Method(Cont.) • Initialize the depth buffer and refresh buffer s.t. for all buffer positions (x,y) depth(x, y) = 0, refresh(x, y) = Ibackground

  18. Steps for Depth-Buffer (z-Buffer) Method(Cont.) • For each position on each polygon surface, compare depth values to previously stored values in depth buffer to determine visibility. ● Calculate the depth z for each (x,y) position on the polygon. ● If z >depth(x,y), then depth(x, y) = z, refresh(x, y) = Isurf(x,y). where Ibackground is the value for the bacground intensity and Isurf(x,y), is the projected intensity value for the surface at (x,y).

  19. Depth-Buffer (z-Buffer) Calculations. Depth values for a surface position (x,y) are calculated from the plane equation z-value for the horizontal next position z-value down the edge(starting at top vertex) Y Y-1 X X+1 top scan line Left edge intersection bottom scan line

  20. Scan-Line Method yv B E F Scan Line 1 A Scan Line 2 Scan Line 3 H S1 S1 C S2 D G xv

  21. Depth-Sorting Algorithm (Painter’s Algorithm) This method performs the following basic functions: • Surfaces are sorted in order of decreasing order. • Surfaces are scan converted in order, starting with the surface of greatest.

  22. Depth-Sorting Algorithm (Painter’s Algorithm) • Simple approach: render the polygons from back to front, “painting over” previous polygons:

  23. Depth-Sorting Algorithm (Painter’s Algorithm)

  24. Depth-Sorting Algorithm (Painter’s Algorithm)

  25. Painter’s Algorithm: Problems • Intersecting polygons present a problem • Even non-intersecting polygons can form a cycle with no valid visibility order:

  26. Analytic Visibility Algorithms • Early visibility algorithms computed the set of visible polygon fragments directly, then rendered the fragments to a display: • Now known as analytic visibility algorithms

  27. Analytic Visibility Algorithms • What is the minimum worst-case cost of computing the fragments for a scene composed of n polygons? • Answer: O(n2)

  28. Analytic Visibility Algorithms • So, for about a decade (late 60s to late 70s) there was intense interest in finding efficient algorithms for hidden surface removal • We’ll talk about two: • Binary Space-Partition (BSP) Trees

  29. Binary Space Partition Trees (1979) • BSP tree: organize all of space (hence partition)into a binary tree • Preprocess: overlay a binary tree on objects in the scene • Runtime: correctly traversing this tree enumerates objects from back to front • Idea: divide space recursively into half-spaces by choosing splitting planes • Splitting planes can be arbitrarily oriented

  30. BSP Trees: Objects

  31. BSP Trees: Objects

  32. BSP Trees: Objects

  33. BSP Trees: Objects

  34. BSP Trees: Objects

  35. Rendering BSP Trees renderBSP(BSPtree *T) BSPtree *near, *far; if (eye on left side of T->plane) near = T->left; far = T->right; else near = T->right; far = T->left; renderBSP(far); if (T is a leaf node) renderObject(T) renderBSP(near);

  36. Rendering BSP Trees

  37. Polygons: BSP Tree Construction • Split along the plane containing any polygon • Classify all polygons into positive or negative half-space of the plane • If a polygon intersects plane, split it into two • Recurse down the negative half-space • Recurse down the positive half-space

  38. Notes About BSP Trees • No bunnies were harmed in our example. • But what if a splitting plane passes through an object? • Split the object; give half to each node: Ouch

  39. BSP Demo • Nice demo: http://symbolcraft.com/graphics/bsp/

  40. Summary: BSP Trees • Advantages: • Simple, elegant scheme • Only writes to framebuffer (i.e., painters algorithm) • Thus very popular for video games (but getting less so) • Disadvantages: • Computationally intense preprocess stage restricts algorithm to static scenes • Worst-case time to construct tree: O(n3) • Splitting increases polygon count • Again, O(n3) worst case

  41. UBI 516Advanced Computer Graphics OpenGL Visibility Detection Functions

  42. OpenGL Backface Culling • glEnable(GL_CULL_FACE);glCullFace(mode);// mode: GL_BACK, GL_FRONT, GL_FRONT_AND_BACK :-o • glDisable(GL_CULL_FACE);

  43. OpenGL Depth Buffer Functions • Set display ModeglutDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); • Clear screen and depth buffer every time in the display functionglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); • Enable/disable depth bufferglEnable( GL_DEPTH_TEST );glDisable( GL_DEPTH_TEST );

  44. OpenGL Depth-Cueing Function • We can vary the brigthness of an objectglEnable ( GL_FOG );glFogi ( GL_FOG_MODE, mode);// modes: GL_LINEAR, GL_EXP or GL_EXP2. . .glDisable ( GL_FOG );

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