Upload
brett-dede
View
228
Download
2
Embed Size (px)
Citation preview
28/10/08 Lecture 9 1
Computer Graphics Inf4/MSc
Computer Graphics
Lecture 9
Visible Surface Determination
Taku Komura
28/10/08 Lecture 9 2
Computer Graphics Inf4/MSc
Hidden surface removal
• Drawing polygonal faces on screen consumes CPU cycles– We cannot see every surface in scene– We don’t want to waste time rendering
primitives which don’t contribute to the final image.
28/10/08 Lecture 9 3
Computer Graphics Inf4/MSc
Visibility (hidden surface removal)
• A correct rendering requires correct visibility calculations
• Correct visibility – when multiple opaque polygons cover the same
screen space, only the closest one is visible (remove the other hidden surfaces)
– wrong visibility correct visibility
28/10/08 Lecture 9 4
Computer Graphics Inf4/MSc
Visibility of primitives• A scene primitive can be invisible for 3 reasons:
– Primitive lies outside field of view– Primitive is back-facing– Primitive is occluded by one or more objects nearer the
viewer
• How do we remove these efficiently?• How do we identify these efficiently?
28/10/08 Lecture 9 5
Computer Graphics Inf4/MSc
The visibility problem.Two problems remain: (Clipping we have covered)• Removal of faces facing away from the viewer.• Removal of faces obscured by closer objects.
28/10/08 Lecture 9 6
Computer Graphics Inf4/MSc
Visible surface algorithms.Definitions:•Object space techniques: applied before vertices are mapped to pixels
•Back face culling, Painter’s algorithm, BSP Trees•Image space techniques: applied after vertices have been rasterized
•Z-buffering
28/10/08 Lecture 9 7
Computer Graphics Inf4/MSc
Back face culling.• We saw in modelling, that the vertices
of polyhedra are oriented in an anticlockwise manner when viewed from outside – surface normal N points out.
• Project a polygon.
– Test z component of surface normal. If negative – cull, since normal points away from viewer.
– Or if N.V > 0 we are viewing the back face so polygon is obscured.
• Only works for convex objects without holes, ie. closed orientable manifolds.
28/10/08 Lecture 9 8
Computer Graphics Inf4/MSc
Back face culling
• Back face culling can be applied anywhere in the pipeline: geometry stage or rasterization stage
• If we clip our scene to the view frustrum, then remove all back-facing polygons – are we done?
• NO! Most views involve overlapping polygons.
28/10/08 Lecture 9 9
Computer Graphics Inf4/MSc
Painters algorithm (object space).
• Draw surfaces in back to front order – nearer polygons “paint” over farther ones.
• Supports transparency.• Key issue is order
determination.• Doesn’t always work –
see image at right.
28/10/08 Lecture 9 10
Computer Graphics Inf4/MSc
One Solution
• Binary Space Partitioning Tree (or BSP Tree)
• A data structure that is used to organize objects within a space.
• Polygons are subdivided and queued
28/10/08 Lecture 9 11
Computer Graphics Inf4/MSc
BSP (Binary Space Partitioning) Tree.•One of class of “list-priority” algorithms – returns ordered list of polygon fragments for specified view point (static pre-processing stage).
•Choose polygon arbitrarily
•Divide scene into front (relative to normal) and back half-spaces.
•Split any polygon lying on both sides.
•Choose a polygon from each side – split scene again.
•Recursively divide each side until each node contains only 1 polygon.
3
41
2
5
View of scene from above
28/10/08 Lecture 9 12
Computer Graphics Inf4/MSc
BSP Tree.
•Choose polygon arbitrarily
•Divide scene into front (relative to normal) and back half-spaces.
•Split any polygon lying on both sides.
•Choose a polygon from each side – split scene again.
•Recursively divide each side until each node contains only 1 polygon.
3
3
41
2
5
5a
5b
125a
45b
backfront
28/10/08 Lecture 9 13
Computer Graphics Inf4/MSc
BSP Tree.
•Choose polygon arbitrarily
•Divide scene into front (relative to normal) and back half-spaces.
•Split any polygon lying on both sides.
•Choose a polygon from each side – split scene again.
•Recursively divide each side until each node contains only 1 polygon.
3
3
41
2
5
5a
5b
45b
backfront
2
15a
front
28/10/08 Lecture 9 14
Computer Graphics Inf4/MSc
BSP Tree.
•Choose polygon arbitrarily
•Divide scene into front (relative to normal) and back half-spaces.
•Split any polygon lying on both sides.
•Choose a polygon from each side – split scene again.
•Recursively divide each side until each node contains only 1 polygon.
3
3
41
2
5
5a
5b
backfront
2
15a
front
5b
4
28/10/08 Lecture 9 15
Computer Graphics Inf4/MSc
BSP Tree.
•Choose polygon arbitrarily
•Divide scene into front (relative to normal) and back half-spaces.
•Split any polygon lying on both sides.
•Choose a polygon from each side – split scene again.
•Recursively divide each side until each node contains only 1 polygon.
3
3
41
2
5
back
2
1
front
5
4 back
back
Alternate formulation starting at 5
28/10/08 Lecture 9 16
Computer Graphics Inf4/MSc
Displaying a BSP tree.
• Once we have the regions – need priority list
• BSP tree can be traversed to yield a correct priority list for an arbitrary viewpoint.
• Start at root polygon.– If viewer is in front half-space, draw polygons behind root first,
then the root polygon, then polygons in front.
– If polygon is on edge – either can be used.
– Recursively descend the tree.
• If eye is in rear half-space for a polygon – then can back face cull.
28/10/08 Lecture 9 17
Computer Graphics Inf4/MSc
BSP Tree.
• A lot of computation required at start.– Try to split polygons along good dividing plane– Intersecting polygon splitting may be costly
• Cheap to check visibility once tree is set up.• Can be used to generate correct visibility for
arbitrary views. Efficient when object location don’t change
very often in the scene.
28/10/08 Lecture 9 18
Computer Graphics Inf4/MSc
Z-buffering : image space approach
Basic Z-buffer idea:• rasterize every input polygon• For every pixel in the polygon interior, calculate
its corresponding z value (by interpolation)• Track depth values of closest polygon (smallest z)
so far• Paint the pixel with the color of the polygon
whose z value is the closest to the eye.
28/10/08 Lecture 9 19
Computer Graphics Inf4/MSc
28/10/08 Lecture 9 20
Computer Graphics Inf4/MSc
28/10/08 Lecture 9 21
Computer Graphics Inf4/MSc
28/10/08 Lecture 9 22
Computer Graphics Inf4/MSc
28/10/08 Lecture 9 23
Computer Graphics Inf4/MSc
Triangle Rasterization
• Consider a 2D triangle with vertices p0 , p1 , p2. • Let x be any point in the plane. We can always
find a, b, c such that
• We will have if and only if x is inside the triangle.
• We call the barycentric coordinates of x.
28/10/08 Lecture 9 24
Computer Graphics Inf4/MSc
Rasterization
• We assume that p are normalized device coordinates (NDC); that is, the canvas corresponds to the region [-1, 1] × [-1, 1].
-This is what you get after applying all transformation matrices.
28/10/08 Lecture 9 25
Computer Graphics Inf4/MSc
Bounding box of the triangle• First, identify a rectangular region on the
canvas that contains all of the pixels in the triangle (excluding those that lie outside the canvas).
• Calculate a tight bounding box for a triangle: simply calculate pixel coordinates for each vertex, and find the minimum/maximum for each axis
28/10/08 Lecture 9 26
Computer Graphics Inf4/MSc
Scanning inside the triangle
• Once we've identified the bounding box, we loop over each pixel in the box.
• For each pixel, we first compute the corresponding NDC coordinates (x, y).
• Next we convert these into barycentric coordinates for the triangle being drawn.
• Only if the barycentric coordinates are within the range of [0,1], we plot it (and compute the depth)
28/10/08 Lecture 9 27
Computer Graphics Inf4/MSc Computing the baricentric
coordinates of the interior pixels
• Depth can be computed by • Can do the same thing for color, normals
28/10/08 Lecture 9 28
Computer Graphics Inf4/MSc
Implementation.
• Initialise frame buffer to background colour.
• Initialise depth buffer to z = max. value for far clipping plane
• For each triangle – Calculate value for z for each pixel inside– Update both frame and depth buffer
28/10/08 Lecture 9 29
Computer Graphics Inf4/MSc
Why is z-buffering so popular ?Advantage• Simple to implement in hardware.
– Memory for z-buffer is now not expensive• Diversity of primitives – not just polygons.• Unlimited scene complexity• Don’t need to calculate object-object intersections.Disadvantage• Extra memory and bandwidth• Waste time drawing hidden objectsZ-precision errors• May have to use point sampling
28/10/08 Lecture 9 30
Computer Graphics Inf4/MSc
Z-buffer performance
• Brute-force image-space algorithm scores best for complex scenes – not very accurate but is easy to implement and is very general.
• Storage overhead: O(1)• Time to resolve visibility to screen precision: O(n)
28/10/08 Lecture 9 31
Computer Graphics Inf4/MSc
Exercise• Write a program to load 3D polygons• Use OpenGL’s 2D functions to draw
triangles glOrtho2D(); glColor3f(); glRecti(i,j,i+1,j+1); -Try to use barycentric coordinates to
rasterize the triangle
28/10/08 Lecture 9 32
Computer Graphics Inf4/MSc
References for this lecture• Foley et al. Chapter 15, all of it.
• Introductory text, Chapter 13, all of it
• Baricentric coordinates www.cs.caltech.edu/courses/cs171/barycentric.pdf
• Or equivalents in other texts, look out for:– (as well as the topics covered today)– Depth sort – Newell, Newell & Sancha– Scan-line algorithms