DOC PREVIEW
UVA CS 445 - Rasterization- Triangles

This preview shows page 1-2-15-16-17-32-33 out of 33 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 33 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

Slide 1AdminDemoRasterizing PolygonsSlide 5Convex ShapesSlide 7Decomposing Polys Into TrisRasterizing TrianglesRecursive Triangle SubdivisionRecursive Screen SubdivisionEdge WalkingEdge Walking: NotesSlide 14Edge EquationsSlide 16Slide 17Slide 18Using Edge EquationsSlide 20Computing a Bounding BoxComputing Edge EquationsSlide 23Computing Edge Equations: Numerical IssuesComputing Edge Equations: Numerical IssuesSlide 26Edge Equations: CodeOptimize This!Edge Equations: Speed HacksEdge Equations: Interpolating ColorSlide 31Edge Equations: Interpolating ColorTriangle Rasterization IssuesCS 445: Introduction to Computer GraphicsDavid LuebkeUniversity of VirginiaRasterization: TrianglesAdminCall rollClipping assignment!–Show Spring 2003 assignment–Needs to be adapted for this semesterIf this happens tonight, due in two weeks (March 1)Otherwise, due March 3.DemoVideosRasterizing PolygonsIn interactive graphics, polygons rule the worldTwo main reasons:–Lowest common denominator for surfacesCan represent any surface with arbitrary accuracySplines, mathematical functions, volumetric isosurfaces…–Mathematical simplicity lends itself to simple, regular rendering algorithmsLike those we’re about to discuss… Such algorithms embed well in hardwareRasterizing PolygonsTriangle is the minimal unit of a polygon–All polygons can be broken up into trianglesConvex, concave, complex–Triangles are guaranteed to be:PlanarConvex–What exactly does it mean to be convex?Convex ShapesA two-dimensional shape is convex if and only if every line segment connecting two points on the boundary is entirely contained.Convex ShapesWhy do we want convex shapes for rasterization?One good answer: because any scan line is guaranteed to contain at most one segment or span of a triangle–Another answer coming up later–Note: Can also use an algorithm which handles concave polygons. It is more complex than what we’ll present here!Decomposing Polys Into TrisAny convex polygon can be trivially decomposed into triangles–Draw itAny concave or complex polygon can be decomposed into triangles, too–Non-trivial!Rasterizing TrianglesInteractive graphics hardware commonly uses edge walking or edge equation techniques for rasterizing trianglesTwo techniques we won’t talk about much:–Recursive subdivision of primitive into micropolygons (REYES, Renderman)–Recursive subdivision of screen (Warnock)Recursive Triangle SubdivisionRecursive Screen SubdivisionEdge WalkingBasic idea: –Draw edges vertically–Fill in horizontal spans for each scanline–Interpolate colors down edges–At each scanline, interpolate edge colors across spanEdge Walking: NotesOrder vertices in x and y–3 cases: break left, break right, no breakWalk down left and right edges–Fill each span–Until breakpoint or bottom vertex is reachedAdvantage: can be made very fastDisadvantages: –Lots of finicky special cases–Tough to get right–Need to pay attention to fractional offsetsEdge Walking: NotesFractional offsets:Be careful when interpolating color values!Also: beware gaps between adjacent edgesEdge EquationsAn edge equation is simply the equation of the line containing that edge–Q: What is the equation of a 2D line?–A: Ax + By + C = 0–Q: Given a point (x,y), what does plugging x & y into this equation tell us?–A: Whether the point is:On the line: Ax + By + C = 0 “Above” the line: Ax + By + C > 0 “Below” the line: Ax + By + C < 0Edge EquationsEdge equations thus define two half-spaces:Edge EquationsAnd a triangle can be defined as the intersection of three positive half-spaces:A1x + B1y + C1 < 0A2x + B2y + C2 < 0A3x + B3y + C3 < 0A1x + B1y + C1 > 0A3x + B3y + C3 > 0A2x + B2y + C2 > 0Edge EquationsSo…simply turn on those pixels for which all edge equations evaluate to > 0:+++---Using Edge EquationsAn aside: How do you suppose edge equations are implemented in hardware?How would you implement an edge-equation rasterizer in software?–Which pixels do you consider?–How do you compute the edge equations?–How do you orient them correctly?Using Edge EquationsWhich pixels: compute min,max bounding boxEdge equations: compute from verticesOrientation: ensure area is positive (why?)Computing a Bounding BoxEasy to doSurprising number of speed hacks possible–See McMillan’s Java code for an exampleComputing Edge EquationsWant to calculate A, B, C for each edge from (xi, yi) and (xj, yj)Treat it as a linear system:Ax1 + By1 + C = 0Ax2 + By2 + C = 0Notice: two equations, three unknownsDoes this make sense? What can we solve?Goal: solve for A & B in terms of CComputing Edge EquationsSet up the linear system:Multiply both sidesby matrix inverse:Let C = x0 y1 - x1 y0 for convenience–Then A = y0 - y1 and B = x1 - x0 111100CBAyxyx01010110xxyyyxyxCBAComputing Edge Equations: Numerical IssuesCalculating C = x0 y1 - x1 y0 involves some numerical precision issues–When is it bad to subtract two floating-point numbers?–A: When they are of similar magnitudeExample: 1.234x104 - 1.233x104 = 1.000x101We lose most of the significant digits in result–In general, (x0,y0) and (x1,y1) (corner vertices of a triangle) are fairly close, so we have a problemComputing Edge Equations:Numerical IssuesWe can avoid the problem in this case by using our definitions of A and B:A = y0 - y1B = x1 - x0 C = x0 y1 - x1 y0 Thus:C = -Ax0 - By0or C = -Ax1 - By1Why is this better?Which should we choose?–Trick question! Average the two to avoid bias:C = -[A(x0+x1) + B(y0+y1)] / 2Edge EquationsSo…we can find edge equation from two verts. Given three corners C0, C1, C0 of a triangle, what are our three edges?How do we make sure the half-spaces defined by the edge equations all share the same sign on the interior of the triangle?A: Be consistent (Ex: [C0 C1], [C1 C2], [C2 C0])How do we make sure that sign is positive?A: Test, and flip if needed (A= -A, B= -B, C= -C)Edge Equations: CodeBasic structure of code:–Setup: compute edge equations, bounding box–(Outer loop) For each scanline in bounding box... –(Inner loop) …check each pixel on scanline, evaluating edge equations and drawing the pixel if all three are positiveOptimize


View Full Document

UVA CS 445 - Rasterization- Triangles

Documents in this Course
Lighting

Lighting

49 pages

Color

Color

20 pages

Clipping

Clipping

10 pages

Shadows

Shadows

95 pages

Color

Color

37 pages

Radiosity

Radiosity

49 pages

Clipping

Clipping

59 pages

Assign 3

Assign 3

28 pages

Splines

Splines

17 pages

Color

Color

17 pages

Load more
Download Rasterization- Triangles
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Rasterization- Triangles and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Rasterization- Triangles 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?