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Last Time

- Finished viewing: Now you know how to:
- Define a region of space that you wish to view – the view volume
- Transform points in a world coordinate system into this space
- Transform a view volume a generic view volume – canonical view volume
- Using orthographic or perspective projection

- Put a canonical view volume onto the screen

(c) 2002 University of Wisconsin, CS 559

Clipping

- Parts of the geometry to be rendered may lie outside the view volume
- View volume maps to memory addresses
- Out-of-view geometry generates invalid addresses
- Geometry outside the view volume also behaves very strangely under perspective projection
- Triangles can be split into two pieces, for instance

- Clipping removes parts of the geometry that are outside the view
- Best done in canonical space before perspective divide
- Before dividing out the homogeneous coordinate

(c) 2002 University of Wisconsin, CS 559

Clipping

- Points are trivial to clip - just check which side of the clip planes they are on
- Many algorithms for clipping lines exist
- You need one for the 2nd project

- Two main algorithms for clipping polygons exist
- Sutherland-Hodgman
- Weiler

(c) 2002 University of Wisconsin, CS 559

Clipping Points

- A point is inside the view volume if it is on the “inside” of all the clipping planes
- The normals to the clip planes are considered to point inward, toward the visible region

- Now we see why clipping is done in canonical view space
- For instance, to check against the left plane:
- X coordinate in 3Dmust be > -1
- In homogeneous screen space, same as: xscreen> -wscreen

- In general, a point, p, is “inside” a plane if:
- You represent the plane as nxx+nyy+nzz+d=0, with (nx,ny,nz) pointing inward
- And nxpx+nypy+nzpz+d>0

(c) 2002 University of Wisconsin, CS 559

Sutherland-Hodgman Clip

- Clip the polygon against each edge of the clip region in turn
- Clip polygon each time to line containing edge
- Only works for convex clip regions (Why?)

(c) 2002 University of Wisconsin, CS 559

Sutherland-Hodgman Clip

- To clip a polygon to a line/plane:
- Consider the polygon as a list of vertices
- One side of the line/plane is considered inside the clip region, the other side is outside
- We are going to rewrite the polygon one vertex at a time – the rewritten polygon will be the polygon clipped to the line/plane
- Check start vertex: if “inside”, emit it, otherwise ignore it
- Continue processing vertices as follows…

(c) 2002 University of Wisconsin, CS 559

Sutherland-Hodgman (3)

- Look at the next vertex in the list, and the edge from the last vertex to the next. If the
- polygon edge crosses the clip line/plane going from out to in: emit crossing point, next vertex
- polygon edge crosses clip line/plane going from in to out: emit crossing
- polygon edge goes from out to out: emit nothing
- polygon edge goes from in to in: emit next vertex

(c) 2002 University of Wisconsin, CS 559

Sutherland-Hodgman (4)

Inside

Outside

Inside

Outside

Inside

Outside

Inside

Outside

p

s

i

s

p

p

s

i

p

s

Output p

Output i

No output

Output i and p

(c) 2002 University of Wisconsin, CS 559

Lines/planes store a vector pointing toward the outside of the clip region – the outward pointing normal

Could re-define for inward pointing

Dot products give inside/outside information

Note that x is any point on the clip line/plane

Inside-Outside TestingOutside

Inside

x

f

n

i

s

(c) 2002 University of Wisconsin, CS 559

Finding Intersection Pts the clip region – the outward pointing normal

- Use the parametric form for the edge between two points, x1 and x2:
- For planes of the form x=a:
- Similar forms for y=a, z=a
- Solution for general plane can also be found

(c) 2002 University of Wisconsin, CS 559

Inside/Outside in Screen Space the clip region – the outward pointing normal

- In canonical screen space, clip planes are xs=±1, ys=±1, zs=±1
- Inside/Outside reduces to comparisons before perspective divide

(c) 2002 University of Wisconsin, CS 559

Hardware Sutherland-Hodgman the clip region – the outward pointing normal

- Suitable for hardware implementation
- Only need the clip edge, the endpoints of the current edge, and the last output point
- Polygon edges are output as they are found, and passed right on to the next clip region edge

Clip Top

Clip Right

Clip Bottom

Vertices in

Clip Far

Clip Near

Clip Left

Clipped vertices out

(c) 2002 University of Wisconsin, CS 559

Other Ways to Reject the clip region – the outward pointing normal

- If a polygonal object is closed, then no back-facing face is visible
- Front-facing faces must occlude all back-facing ones
- Reject back-facing polygons in view space
- Transform face normal and check

- OpenGL supports optional back-face culling (and front-face culling too)

- Bounding volumes enclosing many polygons can be checked against the view volume
- Done in software in world or view space

- Visibility can reject whole chunks of geometry without even looking at them

(c) 2002 University of Wisconsin, CS 559

Clipping In General the clip region – the outward pointing normal

- Apart from clipping to the view volume, clipping is a basic operation in many other algorithms
- Special purpose rendering might use different clipping (project 2)
- Breaking space up into chunks
- 2D drawing and windowing
- Modeling

- May require more complex geometry than rectangular boxes

(c) 2002 University of Wisconsin, CS 559

Additional Clipping Planes the clip region – the outward pointing normal

- Useful for doing things like cut-away views
- Use a clip plane to cut off part of the object
- Only works if piece to be left behind is convex

- OpenGL allows you to do it
- Also one way to use OpenGL to identify objects in a region of space (uses the selection mechanism)

(c) 2002 University of Wisconsin, CS 559

Clipping Lines the clip region – the outward pointing normal

- Lines can also be clipped by Sutherland-Hodgman
- Slower than necessary, unless you already have hardware

- Better algorithms exist
- Cohen-Sutherland
- Liang-Barsky
- Nicholl-Lee-Nicholl (we won’t cover this one – only good for 2D)

(c) 2002 University of Wisconsin, CS 559

Cohen-Sutherland (1) the clip region – the outward pointing normal

- Works basically the same as Sutherland-Hodgman
- Was developed earlier

- Clip line against each edge of clip region in turn
- If both endpoints outside, discard line and stop
- If both endpoints in, continue to next edge (or finish)
- If one in, one out, chop line at crossing pt and continue

- Works in both 2D and 3D for convex clipping regions

(c) 2002 University of Wisconsin, CS 559

Cohen-Sutherland (2) the clip region – the outward pointing normal

1

2

1

2

3

3

4

4

3

3

4

4

1

2

1

2

(c) 2002 University of Wisconsin, CS 559

Cohen-Sutherland (3) the clip region – the outward pointing normal

- Some cases lead to premature acceptance or rejection
- If both endpoints are inside all edges
- If both endpoints are outside one edge

- General rule of clipping – if a fast test can cover many cases, do it first

(c) 2002 University of Wisconsin, CS 559

Cohen-Sutherland - Details the clip region – the outward pointing normal

- Only need to clip line against edges where one endpoint is out
- Use outcode to record endpoint in/out wrt each edge. One bit per edge, 1 if out, 0 if in.
- Trivial reject:
- outcode(x1) & outcode(x2)!=0

- Trivial accept:
- outcode(x1) | outcode(x2)==0

- Which edges to clip against?
- outcode(x1) ^ outcode(x2)

1

2

0010

3

4

0101

(c) 2002 University of Wisconsin, CS 559

Liang-Barsky Clipping the clip region – the outward pointing normal

- Parametric clipping - view line in parametric form and reason about the parameter values
- More efficient, as not computing the coordinate values at irrelevant vertices
- Works for rectilinear clip regions in 2D or 3D
- Clipping conditions on parameter: Line is inside clip region for values of t such that (for 2D):

(c) 2002 University of Wisconsin, CS 559

Liang-Barsky (2) the clip region – the outward pointing normal

- Infinite line intersects clip region edges when:

where

Note: Left edge is 1, right edge is 2, top edge is 3, bottom is 4

(c) 2002 University of Wisconsin, CS 559

Liang-Barsky (3) the clip region – the outward pointing normal

- When pk<0, as t increases line goes from outside to inside - entering
- When pk>0, line goes from inside to outside – leaving
- When pk=0, line is parallel to an edge (clipping is easy)
- If there is a segment of the line inside the clip region, sequence of infinite line intersections must go: enter, enter, leave, leave

(c) 2002 University of Wisconsin, CS 559

Liang-Barsky (4) the clip region – the outward pointing normal

Leave

Enter

Leave

Leave

Leave

Enter

Enter

Enter

(c) 2002 University of Wisconsin, CS 559

Liang-Barsky - Algorithm the clip region – the outward pointing normal

- Compute entering t values, which are qk/pk for each pk<0
- Compute leaving t values, which are qk/pk for each pk>0
- Parameter value for small t end of line is:tsmall= max(0, entering t’s)
- Parameter value for large t end of line is: tlarge=min(1, leaving t’s)
- if tsmall<tlarge, there is a line segment - compute endpoints by substituting t values
- Improvement (and actual Liang-Barsky):
- compute t’s for each edge in turn (some rejects occur earlier like this)

(c) 2002 University of Wisconsin, CS 559

General Liang-Barsky the clip region – the outward pointing normal

- Liang-Barsky works for any convex clip region
- Compute intersection t for all clip lines/planes and label them as entering or exiting
- Parameter value for small t end of line is:tsmall= max(0, entering t’s)
- Parameter value for large t end of line is: tlarge=min(1, leaving t’s)
- if tsmall<tlarge, there is a line segment - compute endpoints by substituting t values

(c) 2002 University of Wisconsin, CS 559

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