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Lecture computer graphics and virtual reality slides lesson 4 fundamental algorithms

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Trang 4 Clipping■ A fundamental task in graphics is to keep those parts of an object that lie outside a selected view from being drawn Trang 6 Line clipping■ Lines are defined by their

Lesson Fundamental algorithms Trinh Thanh Trung School of ICT, HUST Content Clipping algorithms Polygon drawing Anti-aliasing Clipping algorithms Clipping ■ A fundamental task in graphics is to keep those parts of an object that lie outside a selected view from being drawn ■ Clipping is the removal of all objects or part of objects in a modelled scene that are outside the real-world window Clipping ■ For each point to be rendered on the screen xmin  x  xmax ymin  y  ymax xmin xmax ymax ymin Line clipping ■ Lines are defined by their endpoints, so it should be possible just to examine these (in a similar way to points) and determine whether or not to clip without considering every pixel on the line ■ We often have windows that are either very large, i.e nearly the whole scene fits inside, or very small, i.e most of the scene lies inside the window ■ Hence, most lines may be either trivially accepted or rejected Cohen-Sutherland Outcode Line clipping Cohen-Sutherland Outcode ■ Each point on all lines are first assigned an “outcode” defining their position relative to the clipping rectangle ■ If p.x = ymax: P.code or 1000 Cohen-Sutherland Outcode ■ If P1.code OR P2.code == 0000 □ Accept line ■ If P1.code AND P2.code != 0000 □ Remove line ■ In case the line crosses the screen, the end points will be redefined by the intersections of the line and the boundary of the display Cohen-Sutherland ■ The Cohen-Sutherland line-clipping algorithm is particularly fast for “trivial” cases, i.e lines completely inside or outside the window ■ Non-trivial lines, i.e ones that cross a boundary of the window, are clipped by computing the coordinates of the new boundary endpoint of the line where it crosses the edge of the window

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