03/12/02 (c) 2002 university of wisconsin, cs559 last time some visibility (hidden surface removal)...
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03/12/02 (c) 2002 University of Wisconsin, CS559
Last Time
• Some Visibility (Hidden Surface Removal) algorithms– Painter’s
• Draw in some order
• Things drawn later overwrite things drawn earlier
– Depth Buffer• Keep a buffer that stores depth at each pixel
• Overwrite pixel (and depth) if the incoming pixel is closer to the viewer
03/12/02 (c) 2002 University of Wisconsin, CS559
Today
• More Visibility Algorithms– A-buffer
– Scanline method
– Depth Sorting
– Area Subdivision
– BSP Trees
– Exact 2.5D Visibility
03/12/02 (c) 2002 University of Wisconsin, CS559
OpenGL Depth Buffer
• OpenGL defines a depth buffer as its visibility algorithm• The enable depth testing: glEnable(GL_DEPTH_TEST)• To clear the depth buffer: glClear(GL_DEPTH_BUFFER_BIT)
– To clear color and depth: glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
• The number of bits used for the depth values can be specified (windowing system dependent, and hardware may impose limits based on available memory)
• The comparison function can be specified: glDepthFunc(…)
03/12/02 (c) 2002 University of Wisconsin, CS559
Z-Buffer and Transparency
• Must render in back to front order
• Otherwise, would have to store first opaque polygon behind transparent one
Partially transparent
Opaque
Opaque 1st
2nd
3rdFront
1st or 2nd
1st or 2nd
Recall this color and depth
3rd: To know what to do now
03/12/02 (c) 2002 University of Wisconsin, CS559
The A-buffer (Image Precision)
• Handles transparent surfaces and a form of anti-aliasing
• At each pixel, maintain a list of polygons sorted by depth, and a sub-pixel coverage mask for each polygon– Sub-pixel mask: Matrix of bits saying which parts of the pixel are
covered by the polygon
• Algorithm: When drawing a pixel (first pass):– if polygon is opaque and covers pixel, insert into list, removing all
polygons farther away
– if polygon is transparent or only partially covers pixel, insert into list, but don’t remove farther polygons
03/12/02 (c) 2002 University of Wisconsin, CS559
The A-buffer (2)
• Algorithm: Rendering pass– At each pixel, traverse buffer using polygon colors and coverage masks to
composite:
• Advantage:– Can do more than Z-buffer
• Anti-aliasing, transparent surfaces without ordering
– Coverage mask idea can be used in other visibility algorithms
• Disadvantages:– Not in hardware, and slow in software
– Still at heart a z-buffer: Over-rendering and depth quantization problems
over =
03/12/02 (c) 2002 University of Wisconsin, CS559
Scan Line Algorithm (Image Precision)
• Assume polygons do not intersect one another– Except maybe at edges or vertices
• Observation: across any given scan line, the visible polygon can change only at an edge
• Algorithm:– fill all polygons simultaneously
– at each scan line, have all edges that cross scan line in AEL
– keep record of current depth at current pixel - use to decide which is in front in filling span
03/12/02 (c) 2002 University of Wisconsin, CS559
Scan Line Algorithm (2)zs
xs
zs
xs
zs
xs
Spans
Where polygons overlap, draw front polygon
03/12/02 (c) 2002 University of Wisconsin, CS559
Scan Line Algorithm (3)
• Advantages:– Simple
– Potentially fewer quantization errors (more bits available for depth)
– Don’t over-render (each pixel only drawn once)
– Filter anti-aliasing can be made to work (have information about all polygons at each pixel)
• Disadvantages:– Invisible polygons clog AEL, ET
– Non-intersection criteria may be hard to meet
03/12/02 (c) 2002 University of Wisconsin, CS559
Depth Sorting (Object Precision, in view space)
• An example of a list-priority algorithm
• Sort polygons on depth of some point
• Render from back to front (modifying order on the fly)
• Rendering: For surface S with greatest depth– If no overlap in depth with other polygons, scan convert
– Else, for overlaps in depth, test for overlaps in the image plane• If none, scan convert and go to next polygon
– If S, S’ overlap in depth and in image plane, swap order and try again
– If S, S’ have been swapped already, split and reinsert
03/12/02 (c) 2002 University of Wisconsin, CS559
Depth Sorting (2)
• Testing for overlaps: Start drawing when first condition is met:– x-extents or y-extents do not overlap
– S is behind the plane of S’
– S’ is in front of the plane of S
– S and S’ do not intersect in the image plane
SS’
S
S’or
z
x
SS’
z
x
SS’
SS’
03/12/02 (c) 2002 University of Wisconsin, CS559
Depth sorting
• Advantages:– Filter anti-aliasing works fine
• Composite in back to front order with a sequence of over operations
– No depth quantization error• Depth comparisons carried out in high-precision view space
• Disadvantages:– Over-rendering– Potentially very large number of splits - (n2) fragments from n
polygons
03/12/02 (c) 2002 University of Wisconsin, CS559
Area Subdivision
• Exploits area coherence: Small areas of an image are likely to be covered by only one polygon
• Three easy cases for determining what’s in front in a given region:
1. a polygon is completely in front of everything else in that region2. no surfaces project to the region3. only one surface is completely inside the region, overlaps the
region, or surrounds the region
03/12/02 (c) 2002 University of Wisconsin, CS559
Warnock’s Area Subdivision(Image Precision)
• Start with whole image• If one of the easy cases is satisfied (previous slide), draw what’s in front• Otherwise, subdivide the region and recurse• If region is single pixel, choose surface with smallest depth• Advantages:
– No over-rendering– Anti-aliases well - just recurse deeper to get sub-pixel information
• Disadvantage:– Tests are quite complex and slow
03/12/02 (c) 2002 University of Wisconsin, CS559
Warnock’s Algorithm
• Regions labeled with case used to classify them:1) One polygon in front
2) Empty
3) One polygon inside, surrounding or intersecting
• Small regions not labeled
2 2 2
2222
2
2
3
3
3
3 33
3
3
3
3
3
333
3
3
1
1 1 11
03/12/02 (c) 2002 University of Wisconsin, CS559
BSP-Trees (Object Precision)
• Construct a binary space partition tree– Tree gives a rendering order
– A list-priority algorithm
• Tree splits 3D world with planes– The world is broken into convex cells
– Each cell is the intersection of all the half-spaces of splitting planes on tree path to the cell
• Also used to model the shape of objects, and in other visibility algorithms– BSP visibility in games does not necessarily refer to this algorithm
03/12/02 (c) 2002 University of Wisconsin, CS559
BSP-Tree Example
AC
B
2
4
1
3
A
B C
3 2 4 1
-
- -
+
++
03/12/02 (c) 2002 University of Wisconsin, CS559
Building BSP-Trees
• Choose polygon (arbitrary)
• Split its cell using plane on which polygon lies– May have to chop polygons in two (Clipping!)
• Continue until each cell contains only one polygon fragment
• Splitting planes could be chosen in other ways, but there is no efficient optimal algorithm for building BSP trees– Optimal means minimum number of polygon fragments in a balanced tree
03/12/02 (c) 2002 University of Wisconsin, CS559
Building Example
• We will build a BSP tree, in 2D, for a 3 room building– Ignoring doors
• Splitting edge order is shown– “Back” side of edge is side with
the number
1
2
3 4
5
6
03/12/02 (c) 2002 University of Wisconsin, CS559
Building Example (1)
1
23b 4b
5
6
1
3a, 4a, 6 2, 3b, 4b, 5
- +
4a3a
03/12/02 (c) 2002 University of Wisconsin, CS559
Building Example (2)
1
23b 4b
5a
6
1
3a, 4a, 6
- +
4a3a
3b, 5b
2
4b, 5a
- +
5b
03/12/02 (c) 2002 University of Wisconsin, CS559
Building Example (3)
1
23b 4b
5a
6
1- +
4a3a
2
4b, 5a
-+
5b
4a, 6
3a+
5b
3b
+
03/12/02 (c) 2002 University of Wisconsin, CS559
Building Example (Done)
1
23b 4b
5a
6
1- +
4a3a
2-
+
5b
3a+
3b
+
4a
6
+
5b
4b
5a
+