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lecture8 introduction to clipping in computer graphics(Computer graphics tutorials)

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lecture8 introduction to clipping in computer graphics(Computer graphics tutorials)

  1. 1. CSC 406: Applied Computer Graphics LECTURE 8: Clipping
  2. 2. Lecture 8:  Scope:  Clipping  Clipping algorithms
  3. 3. Clipping  We have talked about 2D scan conversion of line-segments and polygons  What if endpoints of line segments or vertices of polygons lie outside the visible device region?  Need clipping!  Clipping .pdf notes
  4. 4. Clipping  Clipping: Remove points outside a region of interest – clip window.  Want to discard everything that’s outside of our window...  Primitives: point, line-segment, and polygon.  Point clipping: Remove points outside window.  A point is either entirely inside the region or not.  Line-segment clipping: Remove portion of line segment outside window.  Line segments can straddle the region boundary.  Polygon clipping: Remove portion of polygon outside window
  5. 5. Review: Parametric representation of line or equivalently  A and B are non-coincident endpoints.  For , L(t) defines an infinite line.  For , L(t) defines a line segment from A to B.  Good for generating points on a line.  Not so good for testing if a given point is on a line. A B
  6. 6. Review: Implicit line Equation representation of line: •P is a point on the line. • is a vector perpendicular to the line. • gives us the signed distance from any point Q to the line. •The sign of tells us if Q is on the left or right of the line, relative to the direction of . •If is zero, then Q is on the line. •Use same form for the implicit representation of a half space.
  7. 7. Clipping a point to a half space  Represent window edges implicitly.  Use the implicit form of a line to classify a point Q.  Must choose a convention for the normal: points to the inside. Check the sign of :  If > 0, then Q is inside.  Otherwise clip (discard) Q: It is on the edge or outside.
  8. 8. Clipping a line segment to a half space  There are three cases:  The line segment is entirely inside: Keep it.  The line segment is entirely outside: Discard it.  The line segment is partially inside and partially outside: Generate new line to represent part inside.
  9. 9. Input Specification •Window edge: implicit, •Line segment: parametric, L(t) = A + t(B-A).
  10. 10. Do the easy stuff first  Do the easy stuff first:  We can devise easy (and fast!) tests for the first two cases:  AND Outside  AND Inside  Need to decide whether “on the boundary” is inside or outside?  Trivial tests are important in computer graphics:  Particularly if the trivial case is the most common one.  Particularly if we can reuse the computation for the non- trivial case
  11. 11. Do the hard stuff only if we have to If line segment partially inside and partially outside, need to clip it: •Line segment from A to B in parametric form: •When t=0, L(t)=A. When t=1, L(t)=B. •We now have the following:
  12. 12. Find the Intersection •We want t such that : •Solving for t gives us •NOTE: The values we use for our simple test can be reused to compute t:
  13. 13. Clipping a line segment to a window  Just clip to each of four half spaces in turn. given: line segment (A, B), clip in-place: for each edge (P,n) wecA = (A-P) . n wecB = (B-P) . n if ( wecA < 0 AND wecB < 0 ) then reject if ( wecA > 0 AND wecB > 0 ) then next t = wecA / (wecA - wecB) if ( wecA < 0 ) then A = A + t*(B-A) else B = A + t*(B-A) endif endfor  Note:  This Algorithm can clip lines to any convex window.  Optimizations can be made for the special case of horizontal and vertical window edges
  14. 14. Optimization (Cohen- Sutherland)  Q: Solving for the intersection point is expensive. Can we avoid evaluation of a clip on one edge if we know the line segment is out on another?  A: Yes.  Do all trivial tests first.  Combine results using Boolean operations to determine  Trivial accept on window: all edges have trivial accept  Trivial reject on window: any edge has trivial reject  Do full clip only if no trivial accept/reject on window
  15. 15. Cohen-Sutherland Algorithm 0 1 2 3 0000 00010101 1001 0100 1000 00100110 1010 (x1, y1) (x2, y2) (x2, y1) (x1, y2) Half space code (x < x2) | (x > x1) | (y > y1) | (y < y2) Outcodes
  16. 16. Cohen-Sutherland Algorithm  Computing the outcodes for a point is trivial  Just use comparison  Trivial rejection is performed using the logical and of the two endpoints  A line segment is rejected if the result of and operation > 0. Why?
  17. 17. Using Outcodes  Consider the 5 cases below  AB: outcode(A) = outcode(B) = 0  Accept line segment
  18. 18. Using Outcodes  CD: outcode (C) = 0, outcode(D) ≠ 0  Compute intersection  Location of 1 in outcode(D) determines which edge to intersect with  Note if there were a segment from A to a point in a region with 2 ones in outcode, we might have to do two interesections
  19. 19. Using Outcodes  EF: outcode(E) logically ANDed with outcode(F) (bitwise) ≠ 0  Both outcodes have a 1 bit in the same place  Line segment is outside of corresponding side of clipping window  reject
  20. 20. Using Outcodes  GH and IJ: same outcodes, neither zero but logical AND yields zero  Shorten line segment by intersecting with one of sides of window  Compute outcode of intersection (new endpoint of shortened line segment)  Re-execute algorithm
  21. 21. Cohen-Sutherland Algorithm  Now we can efficiently reject lines completely to the left, right, top, or bottom of the rectangle.  If the line cannot be trivially rejected (what cases?), the line is split in half at a clip line.  Not that about one half of the line can be rejected trivially  This method is efficient for large or small windows.
  22. 22. Cohen-Sutherland Algorithm clip (int Ax, int Ay, int Bx, int By) { int cA = code(Ax, Ay); int cB = code(Bx, By); while (cA | cB) { // not completely inside the window if(cA & cB) return; // rejected if(cA) { update Ax, Ay to the clip line depending on which outer region the point is in cA = code(Ax, Ay); } else { update Bx, By to the clip line depending on which outer region the point is in cB = code(Bx, By); } } drawLine(Ax, Ay, Bx, By); }
  23. 23. 3D Line-clip Algorithm • Half-space now lies on one side of a plane. • Implicit formula for plane in 3D is same as that for line in 2D. • Parametric formula for line to be clipped is unchanged. – Use 6-bit outcodes – When needed, clip line segment against planes
  24. 24. Polygon Clipping  Not as simple as line segment clipping  Clipping a line segment yields at most one line segment  Clipping a polygon can yield multiple polygons  However, clipping a convex polygon can yield at most one other polygon
  25. 25. Tessellation and Convexity  One strategy is to replace nonconvex (concave) polygons with a set of triangular polygons (a tessellation)  Also makes fill easier  Tessellation code in GLU library
  26. 26. Pipeline Clipping of Polygons  Three dimensions: add front and back clippers
  27. 27.  Polygon Clipping (Sutherland-Hodgman):  Window must be a convex polygon  Polygon to be clipped can be convex or not  Approach:  Polygon to be clipped is given as a sequence of vertices  Each polygon edge is a pair  Don't forget wrap around; is also an edge  Process all polygon edges in succession against a window edge  Polygon in - polygon out  Repeat on resulting polygon with next sequential window edge  Sutherland-Hodgman algorithm deals with concave polygons efficiently  Built upon efficient line segment clipping Sutherland-Hodgman Polygon Clipping Algorithm
  28. 28. Four Cases  There are four cases to consider  Some notations:  s = vj is the polygon edge starting vertex  p = vj+1 is the polygon edge ending vertex  i is a polygon-edge/window-edge intersection point  wj is the next polygon vertex to be output
  29. 29. Case 1 Polygon edge is entirely inside the window edge •p is next vertex of resulting polygon
  30. 30. Case 2 Polygon edge crosses window edge going out • Intersection point i is next vertex of resulting polygon •
  31. 31. Case 3 Polygon edge is entirely outside the window edge •No output
  32. 32. Case 4 Polygon edge crosses window edge going in • Intersection point i and p are next two vertices of resulting polygon •
  33. 33. Summary of cases
  34. 34. An Example with a non-convex polygon
  35. 35. Summary of Clipping  Point Clipping  Simple: in or out  Line Clipping:  Based on point clipping  Compute the line segment inside the window  Need to compute intersections between the line segment and window edges.  Consider trivial cases first to reduce computation.  outcodes algorithm  Polygon Clipping:  More complex. A convex polygon may be clipped into multiple polygons.  Based on line clipping  Clip the polygon against window edges in a sequence

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