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www.Bookspar.com | Website for Students | VTU - Notes - Question Papers Page 1 of 22 UNIT – 8 IMPLEMENTATION Line-Segment Clipping A clipper decides which primitives, or parts of primitives, appear on the display. Primitives that fit within the specified view volume pass through the clipper, or are accepted. Primitives that cannot appear on the display are eliminated, or rejected or culled. Primitives that are only partially within the view volume must be clipped such that any part lying outside the volume is removed. Clipping can occur at one or more places in the viewing pipeline. The modeler may clip to limit the primitives that the hardware must handle. The primitives may be clipped after they have been projected from 3-D to 2-D objects. In OpenGL, at least conceptually, primitives are clipped against a 3-D view volume before projection and rasterization. Here two 2-D line-segment clippers are discussed, both extend directly to 3-Ds and to clipping of polygons. Cohen-Sutherland Clipping The 2-D clipping problem for line segments is shown in figure. Assume that this problem arises after 3-D line segments have been projected onto the projection plane, and that the window is part of the projection plane that is mapped to the viewport on the display. All values are specified as real numbers. Instances of the problem : Entire line segment AB appears on the display, whereas none of CD appears. EF and GH have to be shortened before being displayed. Although a line segment is completely determined by its endpoints, GH shows that, even if both endpoints lie outside the clipping window, part of the line segment may still appear on the display. It is possible to determine the necessary information for clipping by computing the intersections of the lines of which the segments are parts with the sides of the window. But these calculations require floating-point division and hence must be avoided, if possible. The Cohen-Sutherland algorithm replaces most of the expensive floating- point multiplications and divisions with a combination of floating-point subtractions and bit operations. The algorithm starts by extending the sides of the window to infinity, thus breaking up space into the nine regions shown below. Each region can be assigned a unique 4-bit binary number, or outcode, bo b1 b2 b3, as follows. Suppose that (x, y) is a point in the region; then, b0 = { 1 ify> ymax 0 otherwise } b1 = { 1 ify< ymin 0 otherwise } b2 = { 1 if x> xmax 0 otherwise } b3 = { 1 if x< xmin 0 otherwise } The resulting codes are indicated in the above figure. Outcode for the each endpoint of the each line segment is then computed. This step requires eight floating-point subtractions per line segment. Consider a line segment whose outcodes are given by O1 = outcode(x1, y1) and O2 =outcode(x2, y2). On the basis of these outcodes, following four cases can be reasoned:

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UNIT – 8IMPLEMENTATION

Line-Segment ClippingA clipper decides which primitives, or parts of primitives, appear on the display. Primitives that fit within the specified view volume pass through the clipper, or are accepted. Primitives that cannot appear on the display are eliminated, or rejected or culled. Primitives that are only partially within the view volume must be clipped such that any part lying outside the volume is removed.Clipping can occur at one or more places in the viewing pipeline. The modeler may clip to limit the primitives that the hardware must handle. The primitives may be clipped after they have been projected from 3-D to 2-D objects. In OpenGL, at least conceptually, primitives are clipped against a 3-D view volume before projection and rasterization. Here two 2-D line-segment clippers are discussed, both extend directly to 3-Ds and to clipping of polygons.Cohen-Sutherland Clipping

The 2-D clipping problem for line segments is shown in figure.Assume that this problem arises after 3-D line segments have been projected onto the projection plane, and that the window is part of the projection plane that is mapped to the viewport on the display. All values are specified as real numbers.

Instances of the problem: Entire line segment AB appears on the display, whereas none of CD appears. EF and GH have to be shortened before being displayed. Although a line segment is completely determined by its endpoints, GH shows that, even if both endpoints lie outside the clipping window, part of the line segment may still appear on the display.It is possible to determine the necessary information for clipping by computing the intersections of the lines of which the segments are parts with the sides of the window. But these calculations require floating-point division and hence must be avoided, if possible. The Cohen-Sutherland algorithm replaces most of the expensive floating-point multiplications and divisions with a combination of floating-point subtractions and bit operations.

The algorithm starts by extending the sides of the window to infinity, thus breaking up space into the nine regions shown below.

Each region can be assigned a unique 4-bit binary number, or outcode, bo b1 b2 b3, as follows.Suppose that (x, y) is a point in the region; then,

b0 = {1if y> ymax0 otherwise } b1 = {1if y< ymin

0 otherwise } b2 = {1if x>xmax

0 otherwise } b3 = {1if x<xmin0 otherwise }

The resulting codes are indicated in the above figure.

Outcode for the each endpoint of the each line segment is then computed. This step requires eight floating-point subtractions per line segment.Consider a line segment whose outcodes are given by O1 = outcode(x1, y1) and O2 =outcode(x2, y2). On the basis of these outcodes, following four cases can be reasoned:

1. (O1 = O2 =0) : Both endpoints are inside the clipping window, as is true for segment AB in figure. The entire line segment is inside, and the segment can be sent on to be rasterized.2. (O1 ≠ 0, O2 =0; or vice versa) One endpoint is inside the clipping window; one is outside (say segment CD). The line segment must be shortened. The

nonzero outcode indicates which edge, or edges, of the window are crossed by the segment. One or two intersections must be computed. After one intersection is computed, its outcode is computed to determine whether another intersection calculation is required.3. (O1 & O2 ≠ 0): Whether or not the two endpoints lie on the same outside side of the window can be determined by taking the bitwise AND of the outcodes,. If so, the line segment can be discarded (say segment E F in).4. (O1 & O2 = 0): Both endpoints are outside, but they are on the outside of different edges of the window (say, segments GH and IJ). But it can not be determined from just the outcodes whether the segment can be discarded or must be shortened. Hence intersection with one of the sides of the window is computed and the outcode of the resulting point is checked.

To compute any required intersection: The form this calculation takes depends on how the line segments are represented, although only a single division should be required in any case. Consider the standard explicit form of a line, y = mx + h, where m is the slope of the line and h is the line's y intercept, then, m and h can be computed from the endpoints. However, vertical lines cannot be represented in this form - a critical weakness of the explicit form.

Advantages: Checking of outcodes requires only Boolean operations.

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Intersection calculations are done only when they are needed, as in the second case, or as in the fourth case, where the outcodes did not contain enough information.

The Cohen-Sutherland algorithm works best when there are many line segments, but few are actually displayed. In this case, most of the line segments lie fully outside one or two of the extended sides of the clipping rectangle, and thus can be eliminated on the basis of their outcodes.

This algorithm can be extended to three dimensions.

Liang-Barsky ClippingIt uses the parametric form of lines. Consider a line segment defined by the two endpoints

p1 = [x1, y1]T and p2 = [x2, y2]T

These endpoints can be used to define a unique line which can be expressed parametrically:1. In matrix form, p(α) = (1 - α)pl + αp2,or2. As two scalar equations,

x(α) = (1 - α).x1 + α x2,y(α) = (1 - α).y1 + α y2.

Parametric form is robust and needs no changes for horizontal or vertical lines. Varying the parameter α from 0 to 1 is equivalent to moving along the segment from p1 to p2. Negative values of α yield points on the line on the other side of p1 from p2. Similarly, values of α > 1 give points on the line past p2 going off to infinity.

Consider the line segment and the line of which it is part, as shown below. As long as the line is not parallel to a side of the window (if it is, it can be handled easily), there are four points where the line intersects the extended sides of the window. These points correspond to the four values of the parameter: α1, α2, α3 and α4. One of these values corresponds to the line entering the window; another corresponds to the line leaving the window. These intersections can be computed and arranged in order. Then the intersection-values that are needed for clipping can be determined.

For the given example, 1 > α4 > α3 > α2 > α1 > 0.Hence, all four intersections are inside the original line segment, with the two innermost (α2 and α3) determining the clipped line segment. This case can be distinguished from the case in figure below:

It also has the four intersections between the endpoints of the line segment, by noting that the order for this case is 1 > α4 > α2 > α3 > α1 > 0.The line intersects both the top and the bottom of the window before it intersects either the left or the right; thus, the entire line segment must be rejected.

Other cases of the ordering of the points of intersection can be argued in a similar way.

Implementation is efficient If computing intersections are avoided until they are needed. Many lines can be rejected

before all four intersections are known. If floating-point divisions are avoided wherever possible.

If the parametric form is used to determine the intersection with the top of the window, the intersection-value is

α = ymax− y1

y 2− y 1Similar equations hold for the other three sides of the window.

Rather than computing these intersections, at the cost of a division for each, the equation can be written as

α (y2-y1) = α ∆y = ymax – y1 = ∆ymax

Advantages: All the tests required by the algorithm can be restated in terms of ∆ymax, ∆y and similar terms can be

computed for the other sides of the windows. Thus, all decisions about clipping can be made without floating-point division.

Division is done only if an intersection is needed, because a segment has to be shortened. The efficiency of this approach, compared to that of the Cohen-Sutherland algorithm, is that multiple

shortening of line segments and the related re-executions of the clipping algorithm are avoided. This algorithm can be extended to three dimensions.

Polygon Clipping:

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Polygons are to be clipped against rectangular windows for display or against other polygons in some other situations.

E.g. Figure shows the shadow of a polygon created by clipping a polygon that is closer to the light source against polygons that are farther away.

Polygon-clipping algorithms can be generated directly from line-clipping algorithms by clipping the edges of the polygon successively. However, the polygon is an object. Hence depending on the form (non-convex/convex) of the polygon, clipping may

generate more than one polygonal object.E.g. Consider the non-convex (or concave) polygon below.

If it is clipped against a rectangular window, the result is shown below, with the three polygons. Unfortunately, implementing a clipper that can increase the number of objects can be a problem.

Hence the implementation of the clipper must result in a single polygon with edges that overlap along the sides of the window. But this choice might cause difficulties in other parts of the implementation.

Convex polygons do not present such problems. Clipping a convex polygon against a rectangular window can leave at most a single convex polygon. A graphics system might then either forbid the use of concave polygons, or divide (tessellate) a given polygon into a set of convex polygons, as shown below.

For rectangular clipping regions, both the Cohen-Sutherland and the Liang-Barsky algorithms can be applied to polygons on an edge-by-edge basis. Sutherland and Hodgeman Algorithm:

A line-segment clipper can be envisioned as a black box whose input is the pair of vertices from the segment to be tested and clipped, and whose output is either a pair of vertices corresponding to the clipped line segment, or is nothing if the input

line segment lies outside the window. Rather than considering the clipping window as four line segments, it can be considered as the object

created by the intersection of four infinite lines that determine the top, bottom, right, and left sides of the window.

Then the clipper can be subdivided into a pipeline of simpler clippers, each of which clips against a single line that is the extension of an edge of the window. The black-box view can be used on each of the individual clippers.

Consider clipping against only the top of the window. This operation can be considered as a black box shown in figure (b) below, whose input and output are pairs of vertices, with the value of Ymax as a parameter known to the clipper.

Using the similar triangles below, if there is an intersection, it lies at

x3 = x1 + (ymax –y1) x2−x1y2− y1

y3 = ymax

Thus, the clipper returns one of three pairs: {(x1, y1), (x2,y2)}, {(x1, y1), (xi,ymax)}, or {(xi, ymax), (x2,y2)}.

Clipping against the bottom, right, and left lines can be done independently, using the same equations with the roles of x and y exchanged as necessary, and the values for the sides of the window inserted. The four clippers can now be arranged in the pipeline of

figure blow.

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If this configuration is built in hardware, that clipper works on four vertices concurrently. Clipping of Other PrimitivesBounding Boxes: Consider a many-sided polygon shown below. Any clipping algorithm can be used which

would clip the polygon by individually clipping all that polygon's edges. However, algorithm finds that entire polygon lies outside the clipping window. This observation can be exploited through the use of the bounding box or extent of the polygon. Bounding box is the smallest rectangle, aligned with the window that contains the polygon.

Calculating the bounding box requires only going through the vertices of the polygon to find the minimum and maximum of both the x and y values.Once the bounding box is obtained, detailed clipping can be avoided.Consider the three cases shown below.

For the polygon above the window, no clipping is necessary, because the minimum y for the bounding box is above the top of the window. By comparing the bounding box with the window the polygon can be determined to be inside the window. More care must be taken only when the bounding box straddles the window. Then detailed clipping using all the edges of the polygon must be performed. The use of extents is such a powerful technique - in both two and three dimensions - that modeling systems often compute a bounding box for each object, automatically, and store the bounding box with the

object.Curves, Surfaces, and TextThe variety of curves and surfaces that can be defined mathematically makes it difficult to find general algorithms for processing these objects. The potential difficulties can be seen from the 2-D curves in figure.

For a simple curve, such as a quadratic, intersections can be computed, although at a cost higher than that for lines. For more complex curves, such as the spiral, not only must intersection calculations be computed with numerical techniques, but even determining how many intersections need to be computed, may be difficult.

Such problems can be avoided by approximating curves with line segments and surfaces with planar polygons. The use of bounding boxes can also prove helpful, especially in cases such as quadratics where the intersections can be computed exactly, but would prefer to make sure that the calculation is necessary before carrying it out.The handling of text differs from API to API, with many APIs allowing the user to specify how detailed a rendering of text is required. There are two extremes.

1. The text is stored as bit patterns and is rendered directly by the hardware without any geometric processing. Any required clipping is done in the frame buffer.

2. Text is defined like any other geometric object, and is then processed through the standard viewing pipeline.OpenGL allows both these cases by not, having a separate text primitive. The user can choose the desired mode by defining either bitmapped characters, using pixel operations, or stroke characters, using the standard primitives. Other APIs, such as PHIGS and GKS, add intermediate options, by having text primitives and a variety of text attributes. In addition to attributes that set the size and color of the text, there are others that allow the user to ask the system to use techniques such as bounding boxes to clip out strings of text that cross a clipping boundary.

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Clipping in the Frame BufferClipping can be done after the objects have been projected and converted into screen coordinates. Clipping can be done in the frame buffer through a technique called scissoring. However, it is usually better to clip geometric entities before the vertices reach the frame buffer; thus, clipping within the frame buffer generally is required for only raster objects, such as blocks of pixels. Clipping in Three DimensionsIn 3-Ds, clipping is performed against a bounded volume, rather than against a bounded region in the plane. Consider the right parallelepiped clipping region below.

The three clipping algorithms (Cohen-Sutherland, Liang-Barsky, and Sutherland-Hodgeman) and the use of extents can be extended to 3-Ds.

Extension for the Cohen-Sutherland algorithm: The 4-bit outcode is replaced with a 6-bit outcode. The additional 2 bits are set if the point lies either in front of or behind the clipping volume.

The testing strategy is virtually identical for the two- and three-dimensional cases.

Extension For the Liang-Barsky algorithm: The equation z(α) = (1 - α).z1 + α z2 is added to obtain a 3-D parametric representation of the line segment. Six intersections with the surfaces that form the clipping volume must be considered and the same logic used in 2-D can be used.Pipeline clippers add two modules to clip against the front and back of the clipping volume.The major difference between two- and three-dimensional clippers is that instead of clipping lines against lines, (as in 2-Ds), in 3-Ds clipping is performed either lines against surfaces or surfaces against surfaces. Consequently, the intersection calculations must be changed. A typical intersection calculation can be posed in terms of a parametric line in 3-Ds intersecting a plane shown below.

If the line and plane equations are written in matrix form (where n is the normal to the plane and p0 is a point on the plane), following equations need to be solved:p(α) = (1 - α).p1 + α p2 n. (p(α) – p0) = 0,

for the α corresponding to the point of intersection. This value is α = n .( p 0− p 1)n .( p 2 – p 1)

and computation of an intersection requires six multiplications and a division.

However, simplifications are possible with standard viewing volumes.

o For orthographic viewing, shown below, the view volume is a right parallelepiped, and each intersection calculation reduces to a single division, as it did for 2-D clipping.

o For an oblique view, shown below, the clipping volume no longer is a right parallelepiped.

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Although the computation of dot products to clip against the sides of the volume is needed, here is where the normalization process pays dividends. It has been shown that an oblique projection is equivalent to a shearing of the data followed by an orthographic projection. Although the shear transformation distorts objects, they are distorted such that they project correctly. The shear also distorts the clipping volume from a general parallelepiped to a right parallelepiped.

Figure (a) shows a top view of an oblique volume with a cube inside the volume. Figure (b) shows the volume and object after they have been distorted by the shear. As far as projection is concerned, carrying out the oblique transformation directly or replacing it by a shear transformation and an orthographic projection requires the same amount of computation. When clipping is added in, it is clear that the second approach has a definite advantage, because clipping can be performed against a right parallelepiped. This example illustrates the importance of considering the incremental nature of the steps in an implementation. Analysis of either projection or clipping, in isolation, fails to show the importance of the normalization process.

o For perspective projections, the argument for normalization is just as strong. By carrying out the perspective-normalization transformation, but not the orthographic projection, again a rectangular clipping volume can be created and thereby all subsequent intersection calculations can be simplified.

OpenGL supports additional clipping planes that can be oriented arbitrarily. Hence, if this feature is used in a user program, the implementation must carry out a general clipping routine in software, at a performance cost.

Rasterization / Scan ConversionThe process of setting of pixels in the frame buffer from the specification of geometric entities in an application program is called scan conversion. Scan Converting Line-Segments: DDA (Digital Differential Analyzer) algorithm: DDA is an early electromechanical device for digital simulation of differential equations. A line satisfies the differential equation dy / dx = m, where m is the slope. Hence generating a line segment is equivalent to solving a simple differential equation numerically.

Consider a line segment defined by the endpoints (x1, y1) and (x2, y2). These values are rounded to have integer values, so the line segment starts and ends at a known pixel.

The slope is given by m=y2− y1x2−x2 =∆ y

∆ x .Assume that 0 ≤ m ≤ 1. Other values of m can be handled

using symmetry. The algorithm writes a pixel for each value of ix in write_pixel as x goes from x1 to x2.

For the line segment shown in the figure, for any change in x equal to ∆x, the corresponding changes in y must be ∆y = m ∆xWhile moving from x1 to x2, if x is increased by 1 in each iteration, then algorithm increases y by ∆y = m

Although each x is an integer, each y is not, because m is a floating-point number, and algorithm must round it to find the appropriate pixel.

The algorithm, in pseudocode, isfor (ix = xl; ix <= x2; ix++){

y+=m;write_pixel(x, round(y), line_color);

}where round is a function that rounds a real to an integer.

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The above algorithm is of the form: For each x, find the best y. If this is used for the lines with larger slopes (slope > 1), then the separation between pixels that are colored can be large, generating an unacceptable approximation to the line segment. Hence for larger slopes, the algorithm swaps the roles of x and y. Thus the algorithm becomes this: For each y, find the best x.

Use of symmetry removes any potential problems from either vertical or horizontal line segments. Parts of the algorithm for negative slopes can also be derived. The DDA algorithm appears efficient and it can be coded easily, but it requires a floating-point addition

for each pixel generated. Bresenham’s AlgorithmBresenham’s algorithm avoids all floating-point calculations and has become the standard algorithm used in hardware and software rasterizers.

Consider a line segment defined by the endpoints (x1, y1) and (x2, y2). These values are rounded to have integer values, so the line segment starts and ends at a known pixel.

The slope is given by m=y2− y1x2−x2 =∆ y

∆ x .Assume that 0 ≤ m ≤ 1. Other values of m can be handled

using symmetry.

Consider that in the middle of the scan conversion of line segment,

a pixel is placed at (i +12 , j +

12). The line (of which the segment

is part) can be represented as y =mx + h.

At x = i +12 , this line must pass within one-half the length of the pixel at

(i +12 , j + 1

2); otherwise, the rounding operation would not have

generated this pixel.

When moved ahead to x = i +32 the slope condition indicates that

one of the two possible pixels must be colored:

Pixel at (i +32 , j + 1

2) or (i +32 , j + 3

2 ).

This selection can be made in terms of the decision variable d =a - b, where a and b are the distances

between the line and the upper and lower candidate pixels at x = i +32 as shown below.

If d is positive, the line passes closer to the lower pixel, so the

pixel at (i +32 , j + 1

2) is selected; otherwise, (i +32 , j + 3

2 ) is

selected.

d can be computed by computing y =mx + b. But it is avoided because m is a floating-point number. Bresenham's algorithm offers computational advantage through two further steps.

1. It replaces floating-point operations with fixed-point operations. 2. If the algorithm is applied incrementally, it starts by replacing d with the new decision variable d

= (x2 – x1)(a - b) = ∆x(a - b), a change that cannot affect which pixels are drawn, because it is only the sign of the decision variable that matters.

If a and b values are substituted, using the equation of the line, and noting that m=y2− y1x2−x1 =∆ y

∆ x ,h = y2 - mx2, then d is an integer. Floating-point calculations are thus eliminated but the direct computation of d requires a fair amount of fixed-point arithmetic.

Slightly different approach: Suppose that dk is the value of d at x = k + 12.

Then while computing dk+1 incrementally from dk, there are two situations, depending on whether the y location of the pixel is incremented at the previous step or not; these situations are shown in figure below.

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By observing that a is the distance between the location of the upper candidate location and the line, a increases by m only if y was increased by the previous decision; otherwise, it decreases by m - 1. Likewise, b either decreases by –m or increases by 1 - m when y is incremented. Multiplying by ∆x, the possible changes in d are either 2∆y or 2(∆y - ∆x). This result can be stated in the form

dk+1 = dk + { 2 ∆ yif dk<02 ( ∆ y−∆ x ) otherwise

The calculation of each successive pixel in the frame buffer requires only an addition and a sign test. This algorithm is so efficient that it has been incorporated as a single instruction on graphics chips.

Scan Conversion of Polygons:Raster systems have the ability to display filled polygons. The phrases rasterizing polygons and polygon scan conversion came to mean filling a polygon with a single color. There are many viable methods for rasterizing polygons.Inside-Outside TestingIt determines whether a given point is inside or outside of the polygon for non-simple polygons. Crossing or odd-even test: It is used for making inside-outside decisions. Suppose that p is a point inside a polygon. Any ray emanating from p and going off to infinity must cross an odd number of edges. Any ray emanating from a point outside the polygon and entering the polygon crosses an even number of edges before reaching infinity. Hence, a point can be defined as being inside if a line is drawn through it and if this line is followed, starting on the outside, an odd number of edges must be crossed before reaching it. For the star-shaped polygon below, the inside coloring is shown.

Implementation of this testing replaces rays through points with scan-lines, and counts the crossing of polygon edges to determine inside and outside.

Winding test:

However, suppose the star polygon is to be colored using fill algorithm, as shown, then the winding test performs that. This test considers the polygon as a knot being wrapped around a point or a line. To implement the test, traversing the edges of the polygon from any starting vertex is considered and then going around the edge in a particular direction (which direction does not matter) until the starting

point is reached. We illustrate the path by labeling the edges, as shown in figure (b).Then an arbitrary point is considered. The winding number for this point is the number of times it is encircled by the edges of the polygon. Clockwise encirclements are counted as positive and counterclockwise encirclements as negative (or vice versa). Thus, points outside the star in figure are not encircled and have a winding number of 0; points that are filled in figure of odd-even test, all have a winding number of 1; and points in the center that were not filled by the odd-even test have a winding number of 2. If the fill rule is changed to be that a point is inside the polygon if its winding number is not zero, then the inside of the polygon is filled as shown in figure(a).Problems with the aforesaid definition of the winding number:

Consider the S-shaped curve in figure which can be approximated with a polygon containing many vertices. Definition of encirclements for points inside the curve is not clear. But odd-even definition can be modified to improve the definition for the winding number and to obtain a way of measuring the winding number for an arbitrary point.

Consider any line through an interior point p that cuts through the polygon completely, as shown in above figure (b), and that is not parallel to an edge of the polygon. The winding number for this point is the number of

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edges that cross the line in the downward direction, minus the number of edges that cross the line in the upward direction. If the winding number is not zero, the point is inside the polygon. Note that for this test, it does not matter how up and down are defined.OpenGL and Concave PolygonsTo ensure correct rendering of more general polygons, the possible approaches are:

1. Application must ensure that all polygons obey the restrictions needed for proper rendering.2. Application tessellate a given polygon into flat convex polygons, usually triangles. There are many ways

to divide a given polygon into triangles. A good tessellation should not produce triangles that are long and thin; it should, if possible, produce sets of triangles that can use supported features, such as triangle strips and triangle fans. There is a tessellator in the GLU library. For a simple polygon without holes, a tessellator object is declared first and then the vertices of the polygons are given to it as follows:

mytess = gluNewTess( );gluTessBeginPolygon(mytess, NULL);gluTessBeginContour(mytess);for (i=0; i<nvertices; i++)

glTessVertex(mytess. vertex[i], vertex[i]);gluTessEndContour( );gluTessEndPolygon(mytess);

Although there are many parameters that can be set, the basic idea is that a contour is described, and the tessellating software generates the required triangles and sends them off to be rendered based on the present tessellation parameters.Scan-Conversion with the z-BufferCareful use of the z-buffer algorithm can accomplish following three tasks simultaneously:

Computation of the final orthographic projection Hidden-surface removal, and Shading.

Consider the dual representations of a polygon shown below: In (a) the polygon is represented in 3-D normalized device coordinates. In (b) it is shown after projection in screen coordinates.The strategy is to process each polygon, one scan line at a time. In terms of the dual representations, a scan line, projected backward from screen coordinates, corresponds to a line of constant y in normalized device coordinates as below:

To march across this scan line and its back projection, for the scan line in screen coordinates, in each step one pixel width is moved. Normalized-device-coordinate line is used to determine depths incrementally, and to see whether or not the pixel in screen coordinates corresponds to a visible point on the polygon. Having computed shading for the vertices of the original polygon, bilinear interpolation can be used to obtain the correct color for visible pixels. This process requires little extra effort over.

It is controlled, and thus limited, by the rate at which the polygons can be sent through the pipeline.Fill and SortA different approach to rasterization of polygons starts with the idea of a polygon processor: a black box whose inputs are the vertices for a set of 2-D polygons and whose output is a frame buffer with the correct pixels set. Consider filling each polygon with a constant color. First, consider a single polygon. The basic rule for filling a polygon is as follows: If a point is inside the polygon, color it with the inside (fill) color: This conceptual algorithm indicates that polygon fill is a sorting problem, where all the pixels in the frame buffer are sorted into those that are inside the polygon, and those that are not. From this perspective, different polygon-fill algorithms can be obtained using different ways of sorting the points. The following possibilities are introduced:1. Flood fill2. Scan-line fill3. Odd-even fillFlood-FillAn unfilled polygon can be displayed by rasterizing its edges into the frame buffer using Bresenham's algorithm. Assume two colors: a background color (white) and a foreground, or drawing-color (black). Foreground color can be used to rasterize the edges, resulting in a frame buffer colored as shown below:

If an initial point (x, y) inside the polygon is found - a seed point – then its neighbors can be found recursively, coloring them with the foreground color if they ,are not edge points. The flood-fill algorithm can be expressed in pseudocode, assuming that there is a function read_pixel that returns the color of a pixel:

flood_fil1(int x, int y){

If (read_pixel(x,y)==WHITE){

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write_pixel(x, y, BLACK);flood_fill(x-l, y);flood_fill(x+l, y);flood_fill(x, y-l);flood_fill(x, y+l);

}}A number of variants of flood fill can be obtained by removing the recursion. One way to do so is to work one scan line at a time.Scan-Line AlgorithmsThey generate pixels as they are displayed.

Consider the polygon with one scan line shown. Span: Groups of pixels of the scan line that lie inside the polygon. There are three spans in the figure. Scan-line constant-filling algorithms identify the spans first and then color the interior pixels of each span with the fill color.

The spans are determined by the set of intersections of polygons with scan lines. The vertices contain all the information needed to determine these intersections. But the order in which these intersections are generated is determined by the method used to represent the polygon. E.g. Consider the polygon represented by an ordered list of vertices.

The most obvious way to generate scan-line-edge intersections is to process edges defined by successive vertices. Figure shows these intersections, indexed in the order in which this method would generate them. Note that this calculation can be done incrementally.

However, to fill one scan line at a time, the aforesaid order is not useful.

Instead, the scan-line algorithms sort the intersections initially by scan lines, and then by the order of x on each scan line as shown in figure below.

y-x algorithm: It creates a bucket for each scan line. As edges are processed, the intersections with scan lines are placed in the proper buckets. Within each bucket, an insertion sort orders the x values along each scan line. The data structure is shown in figure.

Properly chosen data structure can speed up the algorithm.

SingularitiesMost polygon-fill algorithms can be extended to other shapes. Polygons have the distinct advantage that the locations of their edges are known exactly. Even polygons can present problems, however, when vertices lie on scan lines. Consider the two cases below.

Odd-even fill definition treats these two cases differently. For part (a), the intersection of the scan line with the vertex can be counted as either zero or two edge crossings; for part (b), the vertex-scan-line intersection must be counted as one edge crossing.Algorithm can be fixed in one of two ways. Algorithm checks to see which of the two situations encountered and then counts the edge crossings appropriately. Or Algorithm can prevent the special case of a vertex lying on an edge - a singularity – from ever arising by making a rule that no vertex has an integer y value. If any vertex finds integer, its location is perturbed slightly. Another method- one that is especially valuable when working in the

frame buffer - is to consider a virtual frame buffer of twice the resolution of the real frame buffer. In the virtual frame buffer, pixels are located at only even values of y, and all vertices are located at only odd values of y. Placing pixel centers half-way between integers, as does OpenGL, is equivalent to using this approach.

Hidden-Surface Removal (or visible-surface determination)

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But before rasterizing any of the objects after transformations and clipping, the problem of hidden-surface removal is solved to discover whether each object is visible to the viewer, or is obscured from the viewer by other objects. There two types of hidden-surface elimination algorithms:

1. Object-Space Algorithms They determine which objects are in front of others. Consider a scene composed of k 3-D opaque flat polygons. Object-space algorithms consider the objects pair wise, as seen from the center of projection. Consider two such polygons, A and B. There are four possibilities (Figure below):

1. A completely obscures B from the camera; then only A is displayed.2. B obscures A; Only B is displayed.3. A and B both are completely visible; both A and B are displayed.4. A and B partially obscure each other; then the visible parts of each polygon must be computed.For simplicity, the determination of the particular case and any the calculation of the visible part of a polygon can be considered as a single operation. Algorithm proceeds iteratively. One of the k polygons is selected and compared pair wise with the remaining k - 1 polygons. After this procedure, the part of this polygon that is visible, if any, will be known, and that visible part is rendered. This process is repeated with any of the other k - 1 polygons. Each step involves comparing one polygon, pair wise, with the other remaining polygons, until there are only two polygons remaining, and they are also compared to each other. The complexity of this calculation is O(k2). Thus, without deriving any of the details of any particular object-space algorithm, it can be said that, the object-space approach works best for scenes that contain relatively few polygons.

2. Image-Space AlgorithmsThe image-space approach follows the viewing and ray-casting model, as shown below.

Consider a ray that leaves the center of projection and passes through a pixel.

This ray can be intersected with each of the planes determined by k polygons.

Then the planes through which the ray passes through a polygon are determined.

Finally, for those rays, the intersection closest to the center of projection is calculated. This pixel is colored with the shade of the polygon at the point of intersection.

The fundamental operation is the intersection of rays with polygons. For an n x m display, this operation must be done nmk times, giving O(k) complexity. However, because image-space approaches work at the pixel level, they can create renderings more jagged than those of object-space algorithms.Back-Face RemovalThe work required for hidden surface removal can be reduced by eliminating all back-facing polygons before applying any other hidden-surface-removal algorithm. The test for culling a back-facing polygon can be derived from figure below:

Front of a polygon is seen if the normal, which comes out of the front face, is pointed toward the viewer. If Ѳ is the angle between the normal and the viewer, then the polygon is facing forward if and only if

-90 ≤ Ѳ ≤ 90 , or, equivalently, cosѲ ≥ 0.The second condition is much easier to test because, instead of computing the cosine, the dot product n.v ≥ 0 can be used. Usually back-face removal is applied after transformation to normalized device

coordinates in which all views are orthographic, with the direction of projection along the Z axis. Considering this makes the aforesaid test further simplified. Hence in homogeneous coordinates,

n = [0010]

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Thus, if the polygon is on the surface ax + by + cz + d = 0 in normalized device coordinates, the algorithm only needs to check the sign of c to determine whether the polygon is a front- or back-facing. In OpenGL, the function glCullFace turns on back-face elimination.The z-Buffer AlgorithmIt is the most widely used algorithm. It has the advantages of being easy to implement, in either hardware or software, and of being compatible with pipeline architectures, where it can execute at the speed at which vertices are passing through the pipeline. Although the algorithm works in image space, it loops over the polygons, rather than over pixels, and can be regarded as part of the scan-conversion process (discussed later).

Assume the process of rasterizing one of the two polygons in figure. A color for each point of intersection between a ray from the center of projection and a pixel can be computed, using the shading model. In addition, algorithm checks whether this point is visible. It will be visible if it is the closest point of intersection along the ray. Hence, while rasterizing B, its shade will appear on the screen if the distance z2 < z1 to polygon A. Conversely, while rasterizing A, the pixel that corresponds to the point of intersection will not appear on the display. Because the algorithm proceeds polygon by polygon, the information on all other polygons while rasterizing any given polygon must be retained. However, the depth information can be stored and updated during scan conversion.

A buffer, called the z butfer, with the same resolution as the frame buffer and with depth consistent with the resolution can be used to store distance.E.g. Consider a 1024 x 1280 display and single-precision floating-point numbers used for the depth calculation. Then a 1024 x 1280 z buffer with 32-bit elements can be used. Initially, each element in the depth buffer is initialized to the maximum distance away from the center of projection. The frame buffer is initialized to the background color. At any time during rasterization, each location in the z buffer contains the distance along the ray corresponding to this location of the closest intersection point on any polygon found so far.The calculation proceeds as follows. Rasterization is done polygon by polygon. For each point on the polygon corresponding to the intersection of the polygon with a ray through a pixel, the distance from the center of projection is computed. This distance is compared to the value in the z buffer corresponding to this point. If this distance is greater than the distance in the z buffer, then it means that a polygon closer to the viewer has already been processed, and this point is not visible. If the distance is less than the distance in the z buffer, then it is the point closer to the viewer and hence the distance in the z buffer is updated and the shade computed for this point is placed at the corresponding location in the frame buffer.OpenGL uses z-buffer algorithm for hidden-surface removal.The z-buffer algorithm works well with the image-oriented approaches to implementation, because the amount of incremental work is small.Depth Sort and the Painter's AlgorithmDepth sort is a direct implementation of the object-space approach. It is a variant of an even simpler algorithm known as the painter's algorithm.Consider a collection of polygons sorted based on their distance from the viewer.

Consider the figure (a) and (b). To render the scene correctly, one of the following approaches be followed: Part of the rear polygon that is visible must be found and that part must be rendered into the frame

buffer. This is just a calculation that requires clipping one polygon against the other. Another approach is analogous to the way an oil painter might render the scene. Oil painter probably

would paint the farther back polygon in its entirety, and then would paint the front polygon, in the process painting over the part of the rear polygon not visible to the viewer. Both polygons would be rendered completely, with the hidden-surface removal being done as a consequence of the back-to-front rendering of the polygons.

Depth sort addresses following two questions: How to sort?

Assume that the extent of each polygon has already been computed. The next step of depth sort is to order all the polygons by how far away from the viewer their maximum z value is. This step gives the algorithm the name depth sort.

What to do if polygons overlap? If the two polygons overlap, then the depth-sort algorithm runs a number of increasingly more difficult tests, attempting to find an ordering the polygons individually to paint (render) and yield the correct image. E.g.

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Consider a pair of polygons whose z extents overlap. The simplest test is to check their x and y extents. If either of the x or y extents do not overlap, neither polygon can obscure the other and they can be painted in either order. Even if these tests fail, it may still be possible to find an order in which the polygons can be painted individually. Other problem:

Cyclical overlapping of three or more polygons: Then there is no correct order for painting.

The application divides at least one of the polygons into two parts, and attempts to find an order to paint the new set of polygons.

A polygon piercing another polygon, as shown below.To continue with depth sort, program must derive the details of the intersection – a calculation equivalent to clipping one polygon against the other. If the intersecting polygons have many vertices, another algorithm that requires less computation can be adopted.

A performance analysis of depth sort is difficult because the particulars of the application determine how often the more difficult cases arise. The Scan-Line AlgorithmThe algorithm combines polygon scan conversion with hidden-surface removal. Figure below shows two intersecting polygons and their edges.

If the polygon is rasterized scan line by scan line, the incremental depth calculation can be used. However, by observing the figure, still greater efficiency is possible.

Scan line i , crosses edge a of polygon A. There is no reason to carry out a depth calculation because the first polygon is entered on this scan line. No other polygon can yet affect the colors along this line. Scan line leaves the polygon A when the next edge, b, is encountered and the corresponding pixels

are colored with the background color. When the edge c of polygon B is encountered, only a single polygon is considered and hence depth calculations be avoided.

Scan line j shows a more complex situation. First, edge a is encountered again and colors can be assigned without a depth calculation. The second edge encountered is c; thus, there are two polygons about which to worry. Until edge d is passes, depth calculations must be performed and incremental methods can be used.Although this strategy has elements in common with the z-buffer algorithm, it is fundamentally different because it is working one scan line at a time, rather than one polygon at a time. A good implementation of the algorithm requires a moderately sophisticated data structure for representing which edges are encountered on each scan line. The basic structure is an array of pointers, one for each scan line, each of which points to an incremental edge structure for the scan line.

AntialiasingRasterized line segments and edges of polygons look jagged even on a high-resolution CRT. This is due to the mapping of continuous representation of an object, which has infinite resolution, to a discrete approximation, which has limited resolution. The name aliasing has been given to this effect, because of the tie with aliasing in digital signal processing. The errors are caused by three related problems with the discrete nature of the frame buffer.

1. The number of pixels with n x m frame buffer is fixed and only certain patterns can be generated to approximate a line segment. Many different continuous line segments may be approximated by the same pattern of pixels. Alternatively it can be said that all these segments are aliased as the same sequence of pixels.

2. Pixel locations are fixed on a uniform grid, regardless of where pixels need to be placed. That is, the pixels can not be placed other than evenly spaced locations.

3. Pixels have a fixed size and shape. Spatial-domain aliasing and Antialiasing:

Consider an ideal raster line segment shown below:This line can not be drawn as such practically because it does not consist of the square pixels. Bresenham's algorithm can be viewed as a method for approximating the ideal one-pixel-wide line with the real pixels. The ideal one-pixel-wide line partially covers many pixel-sized boxes. Scan-conversion algorithm forces to choose exactly one pixel value for each value of x, for lines of slope less than 1.

Instead, each box can be shaded by the percentage of the ideal line that crosses it. Then smoother-appearing image is obtained. This technique is known as antialiasing by area averaging. The calculation is similar to polygon clipping.

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There are other approaches to antialiasing, and antialiasing algorithms that can be applied to other primitives, such as polygons.Use of z-buffer algorithm poses problem of aliasing in which color of a given pixel is determined by the shade of a single primitive.

Consider the pixel shared by the three polygons shown in figure. If each polygon has a different color, the color assigned to the pixel is the one associated with the polygon closest to the viewer. In such situations, color can be assigned based on an area-weighted average of the colors of the three triangles, to obtain much better image..

Time-domain aliasing:This problem arises when generating sequences of images, such as for animations. Consider a small object that is moving in front of the projection plane and that has been ruled into pixel-sized units, as shown in figure.

If the rendering process sends a ray through the center of each pixel and determines what it hits, then sometimes the object is intersected and sometimes, if the projection of the object is small, the object is missed. The viewer will have the unpleasant experience of seeing the object flash on and off the display as the animation progresses. There are several ways to deal with this problem. For example, more than one ray per pixel-a technique common in ray tracing- can be used. All antialiasing techniques require considerably more computation than does

rendering without antialiasing. In practice, for high-resolution images, antialiasing is done off-line, and is done only when a final image is needed.

Display ConsiderationsIn most interactive applications, the application programmer does not have to worry about how the contents of the frame buffer are displayed.

In scan-line based systems, the display is generated directly by the rasterization algorithms. In the more common approach for workstations, the frame buffer consists of dual-ported memory; the

process of writing into the frame buffer is completely independent of the process of reading the frame buffer's contents for display.

Thus, the hardware redisplays the present contents of the frame buffer at a rate sufficient to avoid flicker-usually 60 to 85 Hz and the application programmer worries about only whether or not the program can execute and fill the frame buffer fast enough. E.g. Use of double buffering allows the display to change smoothly, it will not push the primitives at the desired speed. Numerous other problems affect the quality of the display and often cause users to be unhappy with the output of the programs. For example, two CRT displays may have the same nominal resolution but may display pixels of different sizes.Color SystemsProblems with RGB Color Systems:Differences across RGB systems among devices: E.g. The use of same RGB triplet (0.8, 0.6, 0.0) to drive both a CRT and a film-image recorder may differ in color because the film dyes and the CRT phosphors have different color distributions. This difference in display properties due the device-dependency, are not addressed by most APIs. Colorimetry literature contains the information of standards for many of the common existing color systems.E.g. CRTs are based on the National Television Systems Committee (NTSC) RGB system.

Differences in color systems can be viewed as equivalent to different coordinate systems for representing the tri-stimulus values. If Cl = [Rl, Gl, Bl]T and C2 = [R2, G2, B2]T are the representations of the same color in two different systems, there is a 3 x 3 color-conversion matrix M such that C2 = M C1. This solution may not be sufficient due to the further problems given below:

1. Difference in the color gamuts of the two systems: It may cause, a color not be producible on one of the systems.

2. Use of four-color subtractive system (CMYK) in the printing and graphic-arts industries: It adds black (K) as a fourth primary. Conversion between RGB and CMYK often requires a great deal of human expertise.

3. Limitations on the linear RGB color theory: The distance between colors in the color cube is not a measure of how far apart the colors are perceptually.

Other Color Systems as alternatives to RGB Color System:

Color researchers often prefer to work with chromaticity coordinates rather than tri-stimulus values. The chromaticity of a color is the three fractions of the color in the three primaries. Thus, if the tri-stimulus values are T1, T2, and T3, for a particular RGB color, its chromaticity coordinates are:

t1 = T 1

T 1+T 2+T 3 t2 = T 2

T 1+T 2+T 3 t3 = T 3

T 1+T 2+T 3

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Adding the three equations, t1 + t2 + t3 = 1, and thus it is possible to work in 2-D in t1, t2 space, finding t3 only when its value is needed. The information that is missing from chromaticity coordinates, which was contained in the original tri-stimulus values, is the sum T1+ T2+ T3, a value related to the intensity of the color. When working with color systems, this intensity is often not important to issues related to producing colors or matching colors across different systems. Because each color fraction must be nonnegative, the chromaticity values are limited by 1 ≥ ti ≥ 0.

The hue-saturation-lightness (HLS) system is used by artists and some display manufacturers. The hue is the name of a color: red, yellow, gold. The lightness is how bright the color appears. Saturation is the color attribute that distinguishes a pure shade of a color from the a shade of the same hue that has been mixed with white, forming a pastel shade. These attributes can be related to a typical RGB color as shown below:

Given a color in the color cube, the lightness is a measure of how far the point is from the origin (black). All the colors on the principal diagonal of the cube goes from black to white and hence are shades of gray and are totally unsaturated. Then the saturation is a measure of how far the given color is from this diagonal. Finally, the hue is a measure of where the color vector is pointing. HLS colors are usually described in terms of a color cone, as shown below.

HLS system can be considered a representation of an RGB color in polar coordinates.

Gamma CorrectionBrightness is the perceived intensity and the intensity of a CRT is related to the voltage applied which depends on specific properties of the particular CRT. Hence two monitors may generate different brightness for the same values in the frame buffer. Gamma correction uses a look-up table in the display whose values can be adjusted for the particular characteristics of the monitor. Dithering / HalftoningHalf toning techniques in the printing industry use photographic means to simulate gray levels by creating patterns of black dots of varying size. The human visual system tends to merge small dots together and sees, not the dots, but rather intensity proportional to the percentage of black in a small area.Digital halftones differ because the size and location of displayed pixels are fixed. Consider a 4 x 4 group of l-bit pixels, as shown below:

If this pattern is looked from far away, individual pixels are not seen, but rather a gray level based on the number of black pixels is seen. For 4 x 4 example, although there are 216 different patterns of black and white pixels, there are only 17 possible shades, corresponding to 0 to 16 black pixels in the array. There are many algorithms for generating halftone, or dither, patterns.

Halftoning (or dithering) is often used with color, especially with hard-copy displays, such as ink-jet printers, that can produce only fully on or off colors. Each primary can be dithered to produce more visual colors. OpenGL supports such displays and allows the user to enable dithering (glEnab1e(GL_DITHER)).