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MIT EECS 6.837, Cutler and Durand 1 Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler

Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Page 1: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 1

Rasterization

MIT EECS 6.837Frédo Durand and Barb Cutler

Page 2: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 2

Final projects• Rest of semester

– Weekly meetings with TAs– Office hours on appointment

• This week, with TAs– Refine timeline– Define high-level architecture

• Project should be a whole, but subparts should be identified with regular merging of code

Page 3: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 3

The Graphics PipelineModeling

Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

Page 4: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 4

Modeling Transformations• 3D models defined in their own

coordinate system (object space)• Modeling transforms orient the

models within a common coordinate frame (world space)

Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / DisplayObject space World space

Page 5: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 5

Illumination (Shading) (Lighting)• Vertices lit (shaded) according to

material properties, surface properties (normal) and light sources

• Local lighting model (Diffuse, Ambient, Phong, etc.)

Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

Page 6: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 6

Viewing Transformation• Maps world space to eye space• Viewing position is transformed to

origin & direction is oriented along some axis (usually z)

Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

P

NEAR

v

u

-no

FAR

z

y

xo

EYE

Seth TellerImage adapted from:

WORLD SPACE

EYE SPACE

Page 7: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Clipping

Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

• Transform to Normalized Device Coordinates (NDC)

• Portions of the object outside the view volume (view frustum) are removed

NEAR

EYE

FARy

zz

x

y

xo

Seth TellerImage adapted from:

EYE SPACE NDC

Page 8: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Projection• The objects are projected to the 2D

image place (screen space)Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

y y

x

x

z

z

o

NDC SCREEN SPACE

Seth TellerImage adapted from:

Page 9: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Scan Conversion (Rasterization)• Rasterizes objects into

pixels• Interpolate values as we

go (color, depth, etc.)

Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

Page 10: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Visibility / Display• Each pixel remembers the

closest object (depth buffer)

• Almost every step in the graphics pipeline involves a change of coordinate system. Transformations are central to understanding 3D computer graphics.

Modeling Transformations

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

Page 11: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Today• Polygon scan conversion

– smart

– back to brute force

• Visibility

Page 12: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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2D Scan Conversion• Geometric primitive

– 2D: point, line, polygon, circle...– 3D: point, line, polyhedron, sphere...

• Primitives are continuous; screen is discrete

Page 13: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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2D Scan Conversion• Solution: compute discrete approximation• Scan Conversion:

algorithms for efficient generation of the samples comprising this approximation

Page 14: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Brute force solution for triangles• ?

Page 15: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Brute force solution for triangles• For each pixel

– Compute line equations at pixel center– “clip” against the triangle

Problem?

Page 16: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Brute force solution for triangles• For each pixel

– Compute line equations at pixel center– “clip” against the triangle

Problem?If the triangle is small, a lot of useless computation

Page 17: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Brute force solution for triangles• Improvement:

– Compute only for the screen bounding box of the triangle

– How do we get such a bounding box?

Page 18: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Brute force solution for triangles• Improvement:

– Compute only for the screen bounding box of the triangle

– Xmin, Xmax, Ymin, Ymax of the triangle vertices

Page 19: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Can we do better? Kind of! • We compute the line equation for many useless

pixels• What could we do?

Page 20: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Use line rasterization• Compute the boundary pixels

Shirley page 55

Page 21: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Scan-line Rasterization• Compute the boundary pixels• Fill the spans

Shirley page 55

Page 22: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Scan-line Rasterization• Requires some initial setup to prepare

Shirley page 55

Page 23: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Clipping problem• How do we clip parts outside window?

Page 24: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Clipping problem• How do we clip parts outside window?• Create two triangles or more. Quite annoying.

Page 25: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Old style graphics hardware• Triangles were big• Bresenham+interpolation is worth it• Annoying clipping step• + a couple of other

things have changed• Not that good to parallelize

beyond triangle granularity

Page 26: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Questions?

Page 27: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 27

Today• Polygon scan conversion

– smart

– back to brute force

• Visibility

Page 28: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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For modern graphics cards• Triangles are usually very small• Setup cost are becoming more troublesome• Clipping is annoying • Brute force is tractable

Page 29: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Modern rasterizationFor every triangle

ComputeProjectionCompute bbox, clip bbox to screen limitsFor all pixels in bbox

Compute line equations

If all line equations>0 //pixel [x,y] in triangleFramebuffer[x,y]=triangleColor

Page 30: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Modern rasterizationFor every triangle

ComputeProjectionCompute bbox, clip bbox to screen limitsFor all pixels in bbox

Compute line equations

If all line equations>0 //pixel [x,y] in triangleFramebuffer[x,y]=triangleColor

• Note that Bbox clipping is trivial

Page 31: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 31

Can we do better?For every triangle

ComputeProjectionCompute bbox, clip bbox to screen limitsFor all pixels in bbox

Compute line equations

If all line equations>0 //pixel [x,y] in triangleFramebuffer[x,y]=triangleColor

Page 32: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Can we do better?For every triangle

ComputeProjectionCompute bbox, clip bbox to screen limitsFor all pixels in bbox

Compute line equations ax+by+cIf all line equations>0 //pixel [x,y] in triangle

Framebuffer[x,y]=triangleColor

• We don’t need to recompute line equation from scratch

Page 33: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Can we do better?For every triangle

ComputeProjectionCompute bbox, clip bbox to screen limitsSetup line eq

compute aidx, bidy for the 3 linesInitialize line eq, values for bbox corner

Li=aix0+biy+ciFor all scanline y in bbox

For 3 lines, update LiFor all x in bbox

Increment line equations: Li+=adxIf all Li>0 //pixel [x,y] in triangle

Framebuffer[x,y]=triangleColor

• We save one multiplication per pixel

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The Graphics PipelineModeling

Transformations • Modern hardware mostly avoids clipping

• Only with respect to plane z=0

Illumination(Shading)

Viewing Transformation(Perspective / Orthographic)

Clipping

Projection (to Screen Space)

Scan Conversion(Rasterization)

Visibility / Display

Page 35: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Full Clipping

(eyex, eyey, eyez)

image plane

z axis

"clip" geometry to view frustum

Page 36: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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One-plane clipping

(eyex, eyey, eyez)

image plane

z axis

"clip" geometry to near plane

Page 37: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 37

Adding Gouraud shading• Interpolate colors of the 3 vertices• Linear interpolation

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Adding Gouraud shading• Interpolate colors of the 3 vertices• Linear interpolation, e.g. for R channel:

– R=aRx+bRy+cR

– Such that R[x0,y0]=R0; R[x1, y1]=R1; R[x2,y2]=R2– Same as a plane equation in (x,y,R)

Page 39: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 39

Adding Gouraud shadingInterpolate colors For every triangle

ComputeProjectionCompute bbox, clip bbox to screen limitsSetup line eqSetup color equationFor all pixels in bbox

Increment line equationsIncrement color equationIf all Li>0 //pixel [x,y] in triangle

Framebuffer[x,y]=interpolatedColor

Page 40: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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In the modern hardware• Edge eq. in homogeneous coordinates [x, y, w]• Tiles to add a mid-level granularity

– early rejection of tiles– Memory access coherence

Page 41: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Ref• Henry Fuchs, Jack Goldfeather, Jeff Hultquist, Susan Spach, John

Austin, Frederick Brooks, Jr., John Eyles and John Poulton, “Fast Spheres, Shadows, Textures, Transparencies, and Image Enhancements in Pixel-Planes”, Proceedings of SIGGRAPH ‘85 (San Francisco, CA, July 22–26, 1985). In Computer Graphics, v19n3 (July 1985), ACM SIGGRAPH, New York, NY, 1985.

• Juan Pineda, “A Parallel Algorithm for Polygon Rasterization”, Proceedings of SIGGRAPH ‘88 (Atlanta, GA, August 1–5, 1988). In Computer Graphics, v22n4 (August 1988), ACM SIGGRAPH, New York, NY, 1988. Figure 7: Image from the spinning teapot performance test.

• Triangle Scan Conversion using 2D Homogeneous Coordinates, Marc Olano Trey Greerhttp://www.cs.unc.edu/~olano/papers/2dh-tri/2dh-tri.pdf

Page 42: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Take-home message• The appropriate algorithm depends on

– Balance between various resources (CPU, memory, bandwidth)

– The input (size of triangles, etc.)• Smart algorithms often have initial preprocess

– Assess whether it is worth it• To save time, identify redundant computation

– Put outside the loop and interpolate if needed

Page 43: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

MIT EECS 6.837, Cutler and Durand 43

Today• Polygon scan conversion

– smart

– back to brute force

• Visibility

Page 44: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Visibility• How do we know which parts are visible/in

front?

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Ray Casting• Maintain intersection with closest object

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Painter’s algorithm• Draw back-to-front• How do we sort objects?• Can we always sort objects?

1

2

5

43

6

7

Page 47: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Painter’s algorithm• Draw back-to-front• How do we sort objects?• Can we always sort objects?

– No, there can be cycles– Requires to split polygons

A

B

C

A

B

Page 48: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Painter’s algorithm• Old solution for hidden-surface removal

– Good because ordering is useful for other operations (transparency, antialiasing)

• But– Ordering is tough– Cycles– Must be done by CPU

• Hardly used now• But some sort of partial ordering is sometimes useful

– Usuall front-to-back– To make sure foreground is rendered first

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visibility• In ray casting, use intersection with closest t• Now we have swapped the loops (pixel, object)• How do we do?

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Z buffer• In addition to frame buffer (R, G, B)• Store distance to camera (z-buffer)• Pixel is updated only if new z is closer

than z-buffer value

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Z-buffer pseudo codeFor every triangle

Compute Projection, color at verticesSetup line equationsCompute bbox, clip bbox to screen limitsFor all pixels in bbox

Increment line equationsCompute curentZIncrement currentColor

If all line equations>0 //pixel [x,y] in triangleIf currentZ<zBuffer[x,y] //pixel is visible

Framebuffer[x,y]=currentColorzBuffer[x,y]=currentZ

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Works for hard cases!

A

B

C

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What exactly do we store• Floating point distance• Can we interpolate z in screen space?

– i.e. does z vary linearly in screen space?z0

z1

x

image

x’

Page 54: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Z interpolation• X’=x/z• Hyperbolic variation• Z cannot be linearly interpolated

z0

z1

x

image

x’

Page 55: Rasterization - Massachusetts Institute of Technology€¦ · Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 2 Final projects • Rest

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Simple Perspective Projection• Project all points along the z axis to the z = d

plane, eyepoint at the origin

xyz

z / d

=

xyz1

1000

0100

001

1/d

0000

x * d / zy * d / z

d1

=

homogenize

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Yet another Perspective Projection• Change the z component• Compute d/z• Can be linearly interpolated

xy1

z / d

=

xyz1

1000

0100

000

1/d

0010

x * d / zy * d / z

d/z1

=

homogenize

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Advantages of 1/z• Can be interpolated linearly in screen space• Puts more precision for close objects• Useful when using integers

– more precision where perceptible

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Integer z-buffer• Use 1/z to have more precision in the foreground• Set a near and far plane

– 1/z values linearly encoded between 1/near and 1/far• Careful, test direction is reversed

x

far

near

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Integer Z-buffer pseudo codeFor every triangle

Compute Projection, color at verticesSetup line equations, depth equationCompute bbox, clip bbox to screen limitsFor all pixels in bbox

Increment line equationsIncrement curent_1ovZIncrement currentColor

If all line equations>0 //pixel [x,y] in triangleIf current_1ovZ>1ovzBuffer[x,y]//pixel is visible

Framebuffer[x,y]=currentColor1ovzBuffer[x,y]=current1ovZ

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Gouraud interpolation• Gouraud: interpolate color linearly in screen space• Is it correct?

z0

z1

x

image

x’

[R0, G0, B0]

[R1, G1, B1]

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Gouraud interpolation• Gouraud: interpolate color linearly in screen space• Not correct. We should use hyperbolic interpolation• But quite costly (division)

z0

z1

x

image

x’

[R0, G0, B0]

[R1, G1, B1]

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Next time• Clipping• Segment intersection & scanline algorithms