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Introduction to Computer Graphics

by: Mrs. Carolyne Abbott

Introduction to Computer Graphics CS 4810

Marketplace > University of Virginia > ComputerScienence > CS 4810 > Introduction to Computer Graphics
Mrs. Carolyne Abbott
GPA 3.71


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Class Notes
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This 7 page Class Notes was uploaded by Mrs. Carolyne Abbott on Monday September 21, 2015. The Class Notes belongs to CS 4810 at University of Virginia taught by Staff in Fall. Since its upload, it has received 7 views. For similar materials see /class/209696/cs-4810-university-of-virginia in ComputerScienence at University of Virginia.

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Date Created: 09/21/15
Polygon Scan Conversion amp Shading Greg Humphreys University of Virginia CS 445 Fall 2003 3D Rendering Pipeline fordirectillumination s Vludeli cgeiginaies Weiig cegigmaies Ligming Weiig cegigmaies viewmg riansigimaiien 3c Camera cgeiginaies Pm eeiien Tran eimaiign 2 Screen ceeigmaies ciipping Screen ceeigmaies viewpgn riansigimaiien can cemeisien 2 image cgeigmaies image cggiginaies Scan Conversion Shading image Overview Scan Conversion Scan conversion 0 Figure out which pixels to ll Shading 0 Determine a color for each lled pixel Render an image of a geometric primitive by setting pixel colors s at ixel t y Colo gba Example Filling the inside of a triangle Scan Conversion Triangle Scan Conversion Render an image of a geometric primitive by setting pixel colors void Setixe1int x int y Colo gba Example Filling the inside of a triangle Properties of a good algorithm a Straight edges 0 Antialiased edge s cks between adjacent primitives a MUST BE FAST o No cra Triangle Scan Conversion Simple Algorithm Properties of a good algorithm a Symme ric a Straight edges 0 Antialiased edges 0 No cracks between adjacent primitives a MUST BE FAST Color all pixels inside triangle void Scan l ziangle Triangl for each ixel 1 at x if Inside39l 1 SetEixe1x y gba e 391 Color gba Y Line defines two halfspaces Inside Triangle Test Implicit equation for a line oOnline axbyc0 o On right axbyclt0 oOnle axbycgt0 A point is inside a triangle if it is in the positive halfspace of all three boundary lines o Triangle vertices are ordered counterclockwise a Point must be on the le side of every boundary line lnside Triangle Test Simple Algorithm What is bad about this algorithm Boolean Inside39l ziangle 391 Point 1 for each boundary line 1 of T Sca ar LaEx LbEy Lc if d lt 00 return ruse return TRUE void Scan l ziangle Triangl for each ixel r at x if Inside39l SetPixe1x y rgba e 391 color rgba Y Triangle SweepLine Algorithm Triangle SweepLine Algorithm Take advantage of spatial coherence 0 Compute which pixels are inside using horizontal spans quot 39ff 22gg39fg quot939 T c l r mbax a Process horizontal spans in scanline order initialize XL xR compute dequ and dxkldyk Take advantage of edge linearity flmffff X o Use edge slopes to update coordinates incrementally SetPixeKXi y mba xL deIdyL xR dxkldyk Polygon Scan Conversion Polygon Scan Conversion Fill pixels inside a polygon Need bettertest for points inside polygon riangle o Triangle method works only for convex polygons o Quadrilateral o Convex o Starshaped A Q a b 0 Concave L5 L5 L o Selfintersecting 4V 1 L2 What problems do we encounter with arbitrary polygons amp L2 Convex Polygon Concave Polygon Inside Polygon Rule Inside Polygon Rule What is a good rule for which pixels are inside Concave Selflntersecting V th Holes Oddparity rule a Any ray 39om P to in nity crosses odd number of edges Concave Selflntersecting V th Holes Polygon SweepLine Algorithm Polygon SweepLine Algorithm Incremental algorithm to find spans and determine insideness with odd parity rule a Takes advantage of scanline coherence void ScanPolygonTziangle 391 Color gba sort edges by max make empty active edge 1i t for ea h scan1ine o sort active edges by x coordinate for each pair of active edges lefttozight SetEixelsml x1 y rgba Hardware Scan Conversion Hardware Antialiasing Convert everything into triangles 0 Scan convenlnelriangles Supersample ixe p Is a Mulllple samples per plxel g Average subplxel intensities box flller 0 Trades lrllerlSlty resolutlon ror Spatlal resolutlon Overview Shading Scan conversion 0 Flgure outwnlcn plxelsto rill Shading a Determine a colorfor eacn fllled plxel How do we choose a color for each lled pixel a Eacn illumination calculatlon ror a ravfrornlne evepolnt through the View plane provides a radiance Sample e57 rnage7 e cnoose vvnerel place Sarnp How do We fllter Samples to reconstruct i Emphasis on methods that can be lrnplernenled in hardware Angel Flgule E 34


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