topic 4 graphics output primitives (i) cgmb214: introduction to computer graphics
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TOPIC 4GRAPHICS OUTPUT PRIMITIVES ( I )
CGMB214: Introduction to Computer Graphics
Objectives
To be able to define the term output primitivesTo be able to define and create points and linesTo understand line-drawing algorithms and line
function
Output Primitives
“where scene been represented by basic geometric structure which map into rectangular grid of pixel”
In short: Basic objects that create computer drawn pictures (points, lines, circles etc)
Pixel: little rectangles with same size and shape at each screen points
Image: is a rectangular grid or array of pixels.
Output Primitives
The simplest form of output primitives are:PointsStraight Lines
These primitives are defines in the graphics library (high level)
Learn the device-level algorithm for displaying 2D output primitives
Coordinate Reference Frames
Screen coordinate Pixel position in the frame buffer
Absolute coordinate The actual position within the coordinate
in useRelative coordinate
Coordinate position as an offset from the last position that was referenced (current position)
Points
Accomplished by converting a single coordinate position by an application program into appropriate operations for output device in use (i.e. monitor)
Electron beam is turned on to illuminate the screen phosphor depending on the display technology (Random-scan/Raster-scan)
OpenGL Point Function
Default colour for primitives is white and the default point size is equal to the size of 1 pixel.
Use glVertex*(); to state the coordinate value of a single position, where (*) determine the spatial dimension and data type of the coordinate value.
glVertex must be placed in between glBegin (**); and glEnd();, where (**) refers to the kind of output primitive to be displayed
OpenGL Point Function
glBegin(GL_POINTS);glVertex2i(40,50);
glEnd();
The type of output
primitive to be displayed
Two dimensional, Integer data
type
The coordinate of the output primitive created
Lines
Most common 2D primitive - done 100s or 1000s of times each frame
Even 3D wire-frames are eventually 2D lines!Optimized algorithms contain numerous
tricks/techniques that help in designing more advanced algorithms
Lines
Converting a line segment
Consider a line segment with endpoint (0,4) and (21,21) . Which pixel do we select?
Lines
Naïve line conversion
The naïve method select every pixel that the mathematical line segment intercept.
Lines
Requirements: Must compute integer coordinates of pixels which
lie on or near a line or circle. Pixel level algorithms are invoked hundreds or
thousands of times when an image is created or modified – must be fast!
Lines must create visually satisfactory images. Lines should appear straight Lines should terminate accurately Lines should have constant density
Line algorithm should always be defined.
Lines
Line Drawing Algorithm
Line EquationDDA (Digital Differential Algorithm)
Bresenham’s Line
Algorithm
Line Equation
To create a line, an equation is usedy = mx + c
where: m is slopec is y intercept
For example, given 2 points P1 (5,2) and P2 (10,12)
2
5
10
510
212
m 8)10(212 mxyc
Line Equation
In raster scan system, it will check for every pixel → need to calculate for all y for x = 5 until x = 10
-8
0
12
0 5 10
1. Plot P1 and P22. Calculate m and c3. Plot points from P1
to P2, based on x = 5 until x = 10
x = 6, y = 4x = 7, y = 6x = 8, y = 8x = 9, y = 10
As you can see, the points are not connected, therefore the nearest pixel to the point is taken
y
x
Digital Deferential Algorithm
A scan conversion line algorithm based on calculating either △x or△y, where △x = x2 – x1 and △y = y2 - y1
m = △y/ △xFor line with positive slope greater than1
For line with positive slope smaller than1
mxx kk
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myy kk 1
Digital Deferential Algorithm
For example, draw the line between P1(5,2) and P2(10,5) using DDA
△x = 5, △y= 3, m = 3/5m is positive and smaller than 1, therefore
use
k starts at 0y0 = 2
myy kk 1
y0 will take the value of y for P1
Digital Deferential Algorithm
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212
111
010
yy
yy
yy
yy
yy1.Since we are moving on y axis, we are going to move 5 steps in x axis (△x = 5)
2.y1 is the point of y at x1
3.The value of y1 is then rounded to the nearest pixel position.
Digital Deferential Algorithm
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111
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yy
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Plot P1 and P2Move x, 1 step towards P2, plot y based on the rounded
value of y1
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x
y
Repeat the process until you reach P2
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Digital Deferential Algorithm
Advantages:Faster than using y = mx +cEliminates multiplication (mx) by using
screen characteristics, i.e. incrementing pixel
Disadvantages:Floating point arithmetic is slower than
integer arithmetic Rounding down take time Long lines can drift from the true line due
to floating point round-off errors
Bresenham’s Line Algorithm
1. Input the two line endpoints and store the left endpoint in (x0,y0)
2. Load (x0,y0) into the frame buffer; that is, plot the first point.
3. Calculate constants x, y, 2y, and 2y - 2x, and obtain the starting value for the decision parameter as
P0 = 2y - x
4. At each Xk along the line, starting at k = 0, perform the following test:
5. If Pk < 0, the next point to plot is (xk + 1, yk) and
Pk+1 = Pk + 2y
6. Otherwise, the next point to plot is (xk + 1, yk + 1) and
Pk+1 = Pk + 2y - 2x
7. Repeat step 4, x times.
Bresenham’s Line Algorithm
Given P1(5,2) and P2(10,5). Draw a line from P1 to P2 using Bresenham’s algorithm:
If Pk > 0, the next point to plot is (Xk + 1, Yk +
1) Therefore, plot
(6,3)
1. △x = 5, △y= 3
2. P0 = 2△y-△x = 2(3) – 5 = 1
Bresenham’s Line Algorithm
△x=5, △y=3
P0=2△y-△x=2(3)-5=1
P0+1=P0+2△y-2△x=1+2(3)-2(5) =-3
P1+1=P1+2△y=-3+2(3) = 3
P2+1=P2+6-10=-1
P3+1=P3+6=5
P0 > 1, therefore (Xk +
1, Yk + 1)And use
Pk+1 = Pk + 2y - 2y
P0 < 1, therefore (xk +
1, yk) And usePk+1 = Pk + 2yStop when
the value of Pk is the same as the value of y for P2
Plot (6,3)
Plot (7,3)
Plot (8,4)
Plot (9,4)
Bresenham’s Line Algorithm
△x=5, △y=3
P0=2△y-△x=2(3)-5=1
P0+1=P0+2△y-2△x=1+2(3)-2(5) =-3
P1+1=P1+2△y=-3+2(3) = 3
P2+1=P2+6-10=-1
P3+1=P3+6=5
Plot (6,3)
Plot (7,3)
Plot (8,4)
Plot (9,4)
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x
y
Bresenham’s Line Algorithm
Advantages Accurate and efficient – incremental integer
calculations Can be adapted to draw circles and curves.
Generalization: Increment (x or y) depending on slope (m) starting
endpoints (left or right) special case (y=0 or x =0)
Optimisation
Speed can be increased even more by detecting cycles in the decision variable.
These cycles correspond to a repeated pattern of pixel choices.
The pattern is saved and if a cycle is detected it is repeated without recalculating.
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