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CS-184: Computer GraphicsLecture #10: Clipping and
Hidden Surfaces
Prof. James O’BrienUniversity of California, Berkeley
V2013-F-10-1.0
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Today
• Clipping • Clipping to view volume• Clipping arbitrary polygons• Hidden Surface Removal• Z-Buffer• BSP Trees• Others
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Clipping• Stuff outside view volume should not be drawn• Too close: obscures view
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Clipping• Stuff outside view volume should not be drawn• Too close: obscures view• Too far :• Complexity• Z-buffer problems
• Too high/low/right/left:• Memory errors• Broken algorithms• Complexity
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Clipping Line to Line/Plane
a
bn̂
Line segment to be clipped
Line/plane that clips it r
x(t) = a+ t(b�a)
n̂ ·x� n̂ · r= 0
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Clipping Line to Line/Plane
a
bn̂
Line segment to be clipped
Line/plane that clips it
x(t) = a+ t(b�a)
n̂ ·x� f = 0
}
n̂ · (a+ t(b�a))� f = 0
n̂ ·a+ t(n̂ · (b�a))� f = 0
t =f � n̂ ·an̂ ·d
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Clipping Line to Line/Plane
a
bn̂
t =f � n̂ ·an̂ ·d
• Segment may be on one side
• Lines may be parallel
t 62 [0 . . .1]
n̂ ·d= 0|n̂ ·d| ε (Recall comments about numerical issues)
Triangle Clip/Split
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a
b
c
-
+
-a
b
c
-
+
-a
b
c
-
+
-
Double vertices if you want separation...
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Polygon Clip to Convex Domain
• Convex domain defined by collection of planes (or lines or hyper-planes)• Planes have outward pointing normals• Clip against each plane in turn• Check for early/trivial rejection
Polygon Clipping• Find the part of a polygon inside the clip window?
Before Clipping
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Polygon Clipping• Find the part of a polygon inside the clip window?
After Clipping
• Clip to each window boundary one at a time
Sutherland-Hodgman Clipping
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• Clip to each window boundary one at a time
Sutherland-Hodgman Clipping
• Clip to each window boundary one at a time
Sutherland-Hodgman Clipping
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Sutherland-Hodgman Clipping• Clip to each window boundary one at a time
Sutherland-Hodgman Clipping• Clip to each window boundary one at a time
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Polygon Clip to Convex Domain
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Note double edges.
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Polygon Clip to Convex Domain
Inside Outside
s
p
Output p
Inside Outside
sp
Output i
Inside Outside
s
p
No output
Inside Outside
sp
Output i and p
i
i
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Polygon Clip to Convex Domain
• Sutherland-Hodgman algorithm• Basically edge walking• Clipping done often... should be efficient• Liang-Barsky parametric space algorithm• See text for clipping in 4D homogenized coordinates
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General Polygon Clipping
A B A�B
B�A
A\B
A[B
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•Weiler Algorithm• Double edges
General Polygon Clipping
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Hidden Surface Removal• True 3D to 2D projection would put every thing
overlapping into the view plane.•We need to determine what’s in front and display only
that.
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Z-Buffers• Add extra depth channel to image•Write Z values when writing pixels• Test Z values before writing
Images from Okan Arikan
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Z-Buffers
• Benefits• Easy to implement• Works for most any geometric primitive• Parallel operation in hardware• Limitations• Quantization and aliasing artifacts• Overfill• Transparency does not work well
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Z-Buffers• Transparency requires partial sorting:
Partiallytransparent
Opaque
Opaque 1st
2nd
3rdFront
Good
Partiallytransparent
Opaque
Opaque 2nd
3rd
1st
Not Good
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Z-BuffersRecall depth-value distortions.
It’s a feature... More resolution near viewer Best use of limited precision
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A-Buffers
• Store sorted list of “fragments” at each pixel•Draw all opaque stuff first then transparent• Stuff behind full opacity gets ignored
•Nice for antialiasing...
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Scan-line Algorithm• Assume polygons don’t intersect• Each time an edge is crossed determine who’s on top
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Painter’s Algorithm• Sort Polygons Front-to-Back• Draw in order• Back-to-Front works also, but wasteful• How to sort quickly?• Intersecting polygons?• Cycles?
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BSP-Trees
• Binary Space Partition Trees• Split space along planes• Allows fast queries of some spatial relations•Draw Front-to-Back• Draw same-side polygons first• Draw root node polygon (if any)• Draw other-side polygons last
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