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UNIT-3
Computer Graphics :
Viewing In 2D
Contents
 Windowing Concepts
 Clipping
 Introduction
 Brute Force
 Cohen-Sutherland Clipping Algorithm
 Area Clipping
 Sutherland-Hodgman Area Clipping Algorithm
Windowing I
 A scene is made up of a collection of objects
specified in world coordinates
World Coordinates
Windowing II
 When we display a scene only those objects within a
particular window are displayed
wymax
wymin
wxmin wxmax
Window
World Coordinates
Windowing III
 Because drawing things to a display takes time we
clip everything outside the window
wymax
wymin
wxmin wxmax
World Coordinates
Window
Clipping
 For the image below consider which lines and points
should be kept and which ones should be clipped
wymax
wymin
wxmin wxmax
Window
P1
P2
P3
P6
P5P7
P10
P9
P4
P8
Point Clipping
 Easy - a point (x,y) is not clipped if:
wxmin ≤ x ≤ wxmax AND wymin ≤ y ≤ wymax
 otherwise it is clipped
wymax
wymin
wxmin wxmax
Window
P1
P2
P5
P7
P10
P9
P4
P8
Clipped
Points Within the Window
are Not Clipped
Clipped
Clipped
Clipped
Line Clipping
 Harder - examine the end-points of each line to see if
they are in the window or not
Situation Solution Example
Both end-points inside
the window
Don’t clip
One end-point inside
the window, one
outside
Must clip
Both end-points
outside the window
Don’t know!
9
Cohen-Sutherland Algorithm
 Idea: eliminate as many cases as possible
without computing intersections
 Start with four lines that determine the sides of
the clipping window
x = xmaxx = xmin
y = ymax
y = ymin
10
The Cases
 Case 1: both endpoints of line segment inside
all four lines
 Draw (accept) line segment as is
 Case 2: both endpoints outside all lines and on
same side of a line
 Discard (reject) the line segment
x = xmaxx = xmin
y = ymax
y = ymin
11
The Cases
 Case 3: One endpoint inside, one outside
 Must do at least one intersection
 Case 4: Both outside
 May have part inside
 Must do at least one intersection
x = xmaxx = xmin
y = ymax
12
Defining Outcodes
 For each endpoint, define an outcode
 Outcodes divide space into 9 regions
 Computation of outcode requires at most 4
subtractions
b0b1b2b3
b0 = 1 if y > ymax, 0 otherwise
b1 = 1 if y < ymin, 0 otherwise
b2 = 1 if x > xmax, 0 otherwise
b3 = 1 if x < xmin, 0 otherwise
13
Using Outcodes
 Consider the 5 cases below
 AB: outcode(A) = outcode(B) = 0
 Accept line segment
14
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
15
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
16
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)
 Reexecute algorithm
17
Efficiency
 In many applications, the clipping window is small
relative to the size of the entire data base
 Most line segments are outside one or more side of
the window and can be eliminated based on their
outcodes
 Inefficiency when code has to be reexecuted for
line segments that must be shortened in more
than one step
Liang – Barsky clipping
 In computer graphics, the Liang–Barsky
algorithm (named after You-Dong
Liang and Brian A. Barsky) is a line
clipping algorithm.
 The Liang–Barsky algorithm uses the parametric
equation of a line and inequalities describing the
range of the clipping window to determine the
intersections between the line and the clipping
window. With these intersections it knows which
portion of the line should be drawn.
 This algorithm is significantly more efficient
than Cohen–Sutherland.
 The idea of the Liang-Barsky clipping algorithm is
to do as much testing as possible before
computing line intersections. Consider first the
usual parametric form of a straight line:
 A point is in the clip window, if
To compute the final line segment:
 A line parallel to a clipping window edge
has for that boundary.
 If for that the line is completely outside
and can be eliminated.
 When the line proceeds outside to inside
the clip window and when , the line
proceeds inside to outside.
 For nonzero , gives the intersection
point.
 Here
Liang-Barsky
Enter
Enter
Leave
Leave
Enter
Leave
Enter
Leave
Liang-Barsky - Algorithm
 Compute entering u values, which are qk/pk for each
pk<0
 Compute leaving u values, which are qk/pk for each
pk>0
 Parameter value for small u end of line is:usmall=
max(0, entering u’s)
 parameter value for large t end of line is: ularge=min(1,
leaving u’s)
 If usmall<ularge, there is a line segment - compute
endpoints by substituting t values
 Improvement (and actual Liang-Barsky):
 compute u’s for each edge in turn (some rejects occur earlier
like this.)
Area Clipping
 Similarly to lines, areas must
be clipped to a window
boundary
 Consideration must be taken
as to which portions of the
area must be clipped
Sutherland-Hodgman Area Clipping
Algorithm
 A technique for clipping areas
developed by Sutherland &
Hodgman
 Put simply the polygon is clipped
by comparing it against each
boundary in turn
Original Area Clip Left Clip Right Clip Top Clip Bottom
Sutherland
turns up
again. This
time with
Gary Hodgman with
whom he worked at
the first ever
graphics company
Evans & Sutherland
 The Sutherland-Hodgeman Polygon-Clipping
Algorithms clips a given polygon successively against
the edges of the given clip-rectangle.
 These clip edges are denoted with e1, e2, e3, and
e4, here.
 The closed polygon is represented by a list of its
vertices (v1 to vn; Since we got 15 vertices in the
example shown above, vn = v15.).
 Clipping is computed successively for each edge.
The output list of the previous clipping run is used as
the input list for the next clipping run.
Sutherland-Hodgman Area Clipping
Algorithm (cont…)
 To clip an area against an individual boundary:
 Consider each vertex in turn against the boundary
 Vertices inside the boundary are saved for clipping against
the next boundary
 Vertices outside the boundary are clipped
 If we proceed from a point inside the boundary to one
outside, the intersection of the line with the boundary is
saved
 If we cross from the outside to the inside intersection point
and the vertex are saved
Sutherland-Hodgman Example
 Each example shows
the point being
processed (P) and the
previous point (S)
 Saved points define
area clipped to the
boundary in question
S
P
Save Point P
S
P
Save Point I
I
P
S
No Points Saved
S
P
Save Points I & P
I
Other Area Clipping Concerns
 Clipping concave areas can be a little more tricky as
often superfluous lines must be removed
 Clipping curves requires more work
 For circles we must find the two intersection points on
the window boundary
Window WindowWindow Window

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Lect 5 2d clipping

  • 2. Contents  Windowing Concepts  Clipping  Introduction  Brute Force  Cohen-Sutherland Clipping Algorithm  Area Clipping  Sutherland-Hodgman Area Clipping Algorithm
  • 3. Windowing I  A scene is made up of a collection of objects specified in world coordinates World Coordinates
  • 4. Windowing II  When we display a scene only those objects within a particular window are displayed wymax wymin wxmin wxmax Window World Coordinates
  • 5. Windowing III  Because drawing things to a display takes time we clip everything outside the window wymax wymin wxmin wxmax World Coordinates Window
  • 6. Clipping  For the image below consider which lines and points should be kept and which ones should be clipped wymax wymin wxmin wxmax Window P1 P2 P3 P6 P5P7 P10 P9 P4 P8
  • 7. Point Clipping  Easy - a point (x,y) is not clipped if: wxmin ≤ x ≤ wxmax AND wymin ≤ y ≤ wymax  otherwise it is clipped wymax wymin wxmin wxmax Window P1 P2 P5 P7 P10 P9 P4 P8 Clipped Points Within the Window are Not Clipped Clipped Clipped Clipped
  • 8. Line Clipping  Harder - examine the end-points of each line to see if they are in the window or not Situation Solution Example Both end-points inside the window Don’t clip One end-point inside the window, one outside Must clip Both end-points outside the window Don’t know!
  • 9. 9 Cohen-Sutherland Algorithm  Idea: eliminate as many cases as possible without computing intersections  Start with four lines that determine the sides of the clipping window x = xmaxx = xmin y = ymax y = ymin
  • 10. 10 The Cases  Case 1: both endpoints of line segment inside all four lines  Draw (accept) line segment as is  Case 2: both endpoints outside all lines and on same side of a line  Discard (reject) the line segment x = xmaxx = xmin y = ymax y = ymin
  • 11. 11 The Cases  Case 3: One endpoint inside, one outside  Must do at least one intersection  Case 4: Both outside  May have part inside  Must do at least one intersection x = xmaxx = xmin y = ymax
  • 12. 12 Defining Outcodes  For each endpoint, define an outcode  Outcodes divide space into 9 regions  Computation of outcode requires at most 4 subtractions b0b1b2b3 b0 = 1 if y > ymax, 0 otherwise b1 = 1 if y < ymin, 0 otherwise b2 = 1 if x > xmax, 0 otherwise b3 = 1 if x < xmin, 0 otherwise
  • 13. 13 Using Outcodes  Consider the 5 cases below  AB: outcode(A) = outcode(B) = 0  Accept line segment
  • 14. 14 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
  • 15. 15 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
  • 16. 16 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)  Reexecute algorithm
  • 17. 17 Efficiency  In many applications, the clipping window is small relative to the size of the entire data base  Most line segments are outside one or more side of the window and can be eliminated based on their outcodes  Inefficiency when code has to be reexecuted for line segments that must be shortened in more than one step
  • 18. Liang – Barsky clipping  In computer graphics, the Liang–Barsky algorithm (named after You-Dong Liang and Brian A. Barsky) is a line clipping algorithm.  The Liang–Barsky algorithm uses the parametric equation of a line and inequalities describing the range of the clipping window to determine the intersections between the line and the clipping window. With these intersections it knows which portion of the line should be drawn.  This algorithm is significantly more efficient than Cohen–Sutherland.
  • 19.  The idea of the Liang-Barsky clipping algorithm is to do as much testing as possible before computing line intersections. Consider first the usual parametric form of a straight line:  A point is in the clip window, if
  • 20. To compute the final line segment:  A line parallel to a clipping window edge has for that boundary.  If for that the line is completely outside and can be eliminated.  When the line proceeds outside to inside the clip window and when , the line proceeds inside to outside.  For nonzero , gives the intersection point.
  • 23. Liang-Barsky - Algorithm  Compute entering u values, which are qk/pk for each pk<0  Compute leaving u values, which are qk/pk for each pk>0  Parameter value for small u end of line is:usmall= max(0, entering u’s)  parameter value for large t end of line is: ularge=min(1, leaving u’s)  If usmall<ularge, there is a line segment - compute endpoints by substituting t values  Improvement (and actual Liang-Barsky):  compute u’s for each edge in turn (some rejects occur earlier like this.)
  • 24. Area Clipping  Similarly to lines, areas must be clipped to a window boundary  Consideration must be taken as to which portions of the area must be clipped
  • 25. Sutherland-Hodgman Area Clipping Algorithm  A technique for clipping areas developed by Sutherland & Hodgman  Put simply the polygon is clipped by comparing it against each boundary in turn Original Area Clip Left Clip Right Clip Top Clip Bottom Sutherland turns up again. This time with Gary Hodgman with whom he worked at the first ever graphics company Evans & Sutherland
  • 26.
  • 27.  The Sutherland-Hodgeman Polygon-Clipping Algorithms clips a given polygon successively against the edges of the given clip-rectangle.  These clip edges are denoted with e1, e2, e3, and e4, here.  The closed polygon is represented by a list of its vertices (v1 to vn; Since we got 15 vertices in the example shown above, vn = v15.).  Clipping is computed successively for each edge. The output list of the previous clipping run is used as the input list for the next clipping run.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. Sutherland-Hodgman Area Clipping Algorithm (cont…)  To clip an area against an individual boundary:  Consider each vertex in turn against the boundary  Vertices inside the boundary are saved for clipping against the next boundary  Vertices outside the boundary are clipped  If we proceed from a point inside the boundary to one outside, the intersection of the line with the boundary is saved  If we cross from the outside to the inside intersection point and the vertex are saved
  • 37. Sutherland-Hodgman Example  Each example shows the point being processed (P) and the previous point (S)  Saved points define area clipped to the boundary in question S P Save Point P S P Save Point I I P S No Points Saved S P Save Points I & P I
  • 38. Other Area Clipping Concerns  Clipping concave areas can be a little more tricky as often superfluous lines must be removed  Clipping curves requires more work  For circles we must find the two intersection points on the window boundary Window WindowWindow Window