in the name of god computer graphics. today introduction sampling graphic output primitives 1.line...

31
In the name of God Computer Graphics

Upload: bernice-gray

Post on 19-Jan-2016

215 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

In the name of God

Computer Graphics

Page 2: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Today

• Introduction

• Sampling

• Graphic Output Primitives

1. Line

2. Circle

3. Curve

4. polygon

Page 3: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

A scene from the wolfman video. The animated figure of this primitive lycanthrope is modeled with 61 bones and eight layers of fur. Each frame of the computer animation contains 100,000 surface polygons. (Courtesy of the NVIDIA Corporation.)

Page 4: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Preface

•On raster systems, lines are plotted with pixels, and step sizes in the horizontal and vertical directions are constrained by pixel separations.

•That is, we must “sample” a line at discrete positions and determine the nearest pixel to the line at each sampled position.

•The DDA algorithm is a faster method for calculating pixel positions than one that directly implements line equation.

•And in the next section, we consider a more general scan-line approach that can be applied to both lines and curves (Bresenham).

Page 5: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Sampling

Page 6: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Why Sampling?

• Once image is defined in terms of colors at (x, y) locations on grid, can change image easily by altering location or color values

• E.g., if we reverse our mapping above and make 10 = white and 0 = black, the image would look like this:

Page 7: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Why Sampling?

• Pixel information from one image can be copied and pasted into another, replacing or combining with previously stored pixels

Page 8: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Disadvantage?WYSIAYG (What You See Is All You Get): No additional information

– no depth information

– can’t examine scene from a different point of view

– at most can play with the individual pixels or groups of pixels to change colors, enhance contrast, find edges, etc.

• But recently, strong interest in image-based rendering to fake 3D scenes and arbitrary camera positions. New images constructed by interpolation, composition, warping and other operations.

Capture of Hair Geometry from Multiple Images, Siggraph 2004

Page 9: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Digital Images• Computers work with discrete pieces of information• How do we digitize a continuous image?

– Break the continuous space into small areas, pixels– Use a single value for each pixel - the pixel value (no color, yet)– No longer continuous in space or intensity

• we shall see

Continuous

Discrete

Pixels: Picture Elements

Page 10: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Point

• To specify the geometry of a point, • we simply give a coordinate position in the

world reference frame. • Then this coordinate position, along with other

geometric descriptions we may have in our scene, is passed to the viewing routines. Unless we specify other attribute values, OpenGL primitives are displayed with a default size and color.

• The default color for primitives is white and the default point size is equal to the size of one screen pixel.

Page 11: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Line Drawing Algorithm

Graphics packages typically provide a function for specifying one or more straight-line segments, where each line segment is defined by two endpoint coordinate positions.

Page 12: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Line Drawing Algorithm• A straight-line segment in a scene is defined by

the coordinate positions for the endpoints of the segment.

• Example,• A computed line position of (10.48, 20.51), for

example, is converted to pixel position (10, 21). • This rounding of coordinate values to integers

causes all but horizontal and vertical lines to be displayed with a stair-step appearance (“the jaggies”)

• Improvement• high-resolution systems. • adjusting pixel intensities along the line path.

Page 13: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Display the line on a Raster Monitor

• This process digitizes the line into a set of discrete integer positions that, in general, only approximates the actual line path.

graphics system project the endpoints to integer screen coordinates and determine the nearest pixel positions along the line path between the two endpoints.

Reading from the frame buffer, the video controller plots the screen pixels. This process digitizes the line into a set of discrete integer positions.

The line color is loaded into the frame buffer at the corresponding pixel coordinates.

Page 14: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Graphic Hardware Display•Vector (random-scan)

– still used in some plotters

•Raster (TV, bitmap), used in displays and

laser printers

Outline primitives Filed primitives

Page 15: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

2D Raster Architecture

•Raster display stores bitmap in refresh buffer, also known as bitmap, frame buffer; can be in separate hardware (VRAM) or in CPU’s main memory (DRAM)

• Video controller draws all scan-lines at consistent > 60 Hz; separates update rate of the frame buffer and refresh rate of the CRT

Page 16: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Line Equations(1)

Determine pixel positions along a straight-line path from the geometric properties of the line. The Cartesian slope-intercept equation for a straight line is

bxmy .

0

0

xx

yym

end

end

m

m

yx

xy

.

Y intercept

X,Y interval

slope

Page 17: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Line Equation(2)

Voltage deflection in analog display system

m

m

yx

xy

.

X,Y interval

Page 18: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

DDA AlgorithmThe digital differential analyzer (DDA) is a scan-conversion line algorithm based on calculating

A line is sampled at unit intervals in one coordinate and the corresponding integer values nearest the

line path are determined for the other

coordinate.

We consider first a line with positive

slope.

m

m

yx

xy

.

Page 19: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

DDA Algorithm(2)• If the slope is less than or equal to 1

sample at unit x intervals ( ) and compute successive y values as

Since m can be any real number between 0.0 and 1.0, each calculated y value

must be rounded to the nearest integer corresponding to a screen

pixel position in the x column we are processing.

Subscript k takes integer values starting from 0, for the first point, and increases by 1 until the final endpoint is reached.

For lines with a positive slope greater

than 1.0,we reverse the roles of x and y .

1xmyy kk 1

Page 20: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm?negative slope line segment is to be plotted, we need to determine at the next sample position whether to plot the pixel at position at pixel position (50, 50). next pixel position as (51, 50) or as (51, 49)?

Page 21: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham AlgorithmScan conversion for lines with 0<m<1. (xk, yk) is to be displayed. Now choose the pixel to plot in column xk+1= 1+ xk from (xk+1,yk+1) & (xk+1,yk)

Page 22: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(1)

Accurate & efficient raster line-generating algorithm uses integer calculations-adapted to other curves

• scan line positions (Y axis) pixel columns (X axis)

• Sampling at unit x intervals, choose the closer of the 2 possible pixel positions to the line path at each sample step depending on sign of slope

Page 23: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(2)

• we first consider the scan-conversion process for lines with positive slope less than 1.0.

• Pixel positions along a line path are then determined by sampling at unit x intervals.

• Starting from the left endpoint ( x 0 , y 0 ) of a given line, we step to each successive column ( x position) and plot the pixel whose scan-line y value is closest to the line path.

Page 24: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(2)• Assuming the pixel at ( x k , y k ) is to be

displayed, we need to decide which pixel to plot in column

• Our choices are the pixels at positions ( x k + 1, y k ) and ( x k + 1, y k + 1).

• At sampling position x k + 1, label vertical pixel separations from the mathematical line path as d lower and d upper. The y coordinate on the mathematical line at pixel column position x k + 1 is calculated as:

• y = m ( x k + 1 ) + b Then• d lower = y - y k = m ( x k + 1 ) + b - y k • d upper = ( y k + 1 ) - y = y k + 1 - m ( x k + 1 ) - b

Page 25: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(3)

• which of the two pixels is closest to the line path,

• efficient test that is • difference between the two pixel

separations:d lower - d upper = 2 m ( x k + 1 ) - 2 y k + 2 b

- 1

• A decision parameter p k for the k th step in the line algorithm can be obtained by rearranging

• so that it involves only integer calculations.

Page 26: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(4)

• the vertical and horizontal separations of the endpoint positions, and defining the decision parameter as

• p k = ( d lower - d upper )

• The sign of p k is the same as the sign of d lower - d upper , since > 0for our example.

• Parameter c is constant and has the value ,which is independent of the pixel position and will be eliminated in the recursive calculations for p k .

x

x

Page 27: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(5)• If the pixel at y k is “closer” to the

line path than the pixel at y k + 1 (that is, d lower < d upper ), then decision parameter p k is negative. In that case, we plot the lower pixel; otherwise we plot the upper pixel.

• Coordinate changes along the line occur in unit steps in either the x or y directions. Therefore, we can obtain the values of successive decision parameters using incremental integer calculations. At step k + 1, the decision parameter is evaluated from Eq. 3-14 as

Page 28: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham Algorithm(6)

• Subtracting Eq. 3-14 from the preceding equation, we have

• But , so that

• where the term y k + 1 - y k is either 0 or 1, depending on the sign of parameter p k .

• The first parameter, p 0 , is evaluated from Eq. 3-14 at the starting pixel position ( x 0 , y 0 ) and with m evaluated as

Page 29: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Bresenham AlgorithmBresenham’s Line-Drawing Algorithm for | m | < 1 . 0

Page 30: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Example(1)To illustrate the algorithm, we digitize the line with endpoints (20, 10) and (30, 18). This line has a slope of 0.8, with

We plot the initial point ( x 0 , y 0 ) = (20, 10), and determine successive pixel positions along the line path from the decision parameter as:

Page 31: In the name of God Computer Graphics. Today Introduction Sampling Graphic Output Primitives 1.Line 2.Circle 3.Curve 4.polygon

Example(2)