rasterizing polygons

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Rasterizing Polygons Lecture 29 Wed, Dec 7, 2005

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Rasterizing Polygons. Lecture 29 Wed, Dec 7, 2005. Rasterizing Polygons. Given a the vertices of a polygon, in viewport coordinates, which pixels should be shaded? How do we determine them efficiently?. Rasterizing Polygons. Rasterizing Polygons. - PowerPoint PPT Presentation

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Page 1: Rasterizing Polygons

Rasterizing Polygons

Lecture 29Wed, Dec 7, 2005

Page 2: Rasterizing Polygons

Rasterizing Polygons

Given a the vertices of a polygon, in viewport coordinates, which pixels should be shaded?How do we determine them efficiently?

Page 3: Rasterizing Polygons

Rasterizing Polygons

Page 4: Rasterizing Polygons

Rasterizing Polygons

Obviously, any pixel lying entirely within the polygon should be shaded.What about the pixels that are partially within the polygon? Rule: Shade them if their center is

within the polygon.

What about the pixels whose center is exactly on the edge?

Page 5: Rasterizing Polygons

Edge Pixels

Page 6: Rasterizing Polygons

Neighboring Polygons

When two polygons share an edge, which one “owns” the pixels on the edge?Rule A polygon owns all pixels whose

centers are within its interior. A polygon owns all pixels whose

centers lie on one of its left edges.

Page 7: Rasterizing Polygons

Neighboring Polygons

Fill in all pixels whose centers are within the polygon.

Page 8: Rasterizing Polygons

Neighboring Polygons

Fill in all pixels whose centers are on a left edge of the polygon.

Page 9: Rasterizing Polygons

A Rasterization Algorithm

To rasterize a polygon, first determine its bounding box.

Page 10: Rasterizing Polygons

A Rasterization Algorithm

To rasterize a polygon, first determine its bounding rectangle.

Page 11: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

Page 12: Rasterizing Polygons

A Rasterization Algorithm

When an edge is encountered, If we were on the outside, we move

to the inside. If we were on the inside, we move to

the outside.

Thus, we stop or resume shading accordingly.

Page 13: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 0

Page 14: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 1

Page 15: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 2

Page 16: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 3

Page 17: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 4

Page 18: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 5

Page 19: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 6

Page 20: Rasterizing Polygons

A Rasterization Algorithm

Then scan each row of pixels in the bounding rectangle, left to right, bottom to top.

row 7

Page 21: Rasterizing Polygons

A Rasterization Algorithm

The following algorithm is designed to allow rapid shading of the pixels. As the vertices are given, create a list of

the vertices. (The order matters!) {(1, 0), (4, 3), (6, 1), (12, 1), (11, 8), (7, 8), (6,

5), (4, 8), (0, 7), (1, 0)}. From the list of vertices, form an edge

table. {{(1, 0), (4, 3)}, {(4, 3), (6, 1)}, …, {(0, 7), (1,

0)}}.

Page 22: Rasterizing Polygons

A Rasterization Algorithm

Organization of the edge table. Eliminate any horizontal edges. Sort the edges in the edge table by

the y-coordinate of the lower endpoint.

Begin scanning with the bottom scan line.

Page 23: Rasterizing Polygons

The Active Edge Table

Create the active edge table (AET). For each edge in the edge table

whose lower endpoint is on the scan line, Create an active-edge-table entry. Add it to the active edge table. Delete the edge from the edge table.

Page 24: Rasterizing Polygons

The Active Edge Table

Organization of an active-edge-table entry: y-coordinate of upper endpoint. Reciprocal of the slope. x-intercept with the horizontal line ½

unit above the current scan line.

Page 25: Rasterizing Polygons

The Active Edge Table

Activeedges

Scanline

Page 26: Rasterizing Polygons

The Active Edge Table

Scanline

(7, -1/7, 13/14)

(3, 1, 1-1/2)

Page 27: Rasterizing Polygons

The Active Edge Table

Sort the AET entries by their x-intercepts.The AET must contain an even number of entries. Why?

Shade pixels from the 1st to the 2nd x-intercepts, 3rd to 4th x-intercepts, etc., in the AET.

Page 28: Rasterizing Polygons

The Active Edge Table

Scanline

(no shading onthis scan line)

(7, -1/7, 13/14)

(3, 1, 1-1/2)

Page 29: Rasterizing Polygons

The Active Edge Table

Update the AET. Increment the scan line number. Delete from the AET any entries for which

the upper endpoint is on the scan line. Update the x-intercepts of all AET entries.

Add the reciprocal slope to the x-intercept. Create and add entries from the edge

table for edges whose lower endpoint is on the scan line.

Page 30: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(7, -1/7, 13/14)

(3, 1, 1-1/2)

Page 31: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(7, -1/7, 11/14)

(3, 1, 2-1/2)(3, -1, 5-1/2)

(8, -1/7, 11-13/14)

Page 32: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(3, 1, 2-1/2)(3, -1, 5-1/2)

(7, -1/7, 11/14)

(8, -1/7, 11-13/14)

Page 33: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(3, 1, 3-1/2)(3, -1, 4-1/2)

(8, -1/7, 11-11/14)

(7, -1/7, 9/14)

Page 34: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(3, 1, 3-1/2)(3, -1, 4-1/2)

(7, -1/7, 9/14)

(8, -1/7, 11-11/14)

Page 35: Rasterizing Polygons

A Rasterization Algorithm

Scanline (8, -1/7, 11-9/14)

(7, -1/7, 1/2)

Page 36: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(7, -1/7, 1/2)

(8, -1/7, 11-9/14)

Page 37: Rasterizing Polygons

A Rasterization Algorithm

Scanline (8, -1/7, 11-1/2)

(7, -1/7, 5/14)

Page 38: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(7, -1/7, 5/14)

(8, -1/7, 11-1/2)

Page 39: Rasterizing Polygons

A Rasterization Algorithm

Scanline (8, -1/7, 11-5/14)

(7, -1/7, 3/14)

(8, -2/3, 5-5/6) (8, 1/3, 6-1/6)

Page 40: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(7, -1/7, 3/14)

(8, -2/3, 5-2/3) (8, 1/3, 6-1/6)

(8, -1/7, 11-5/14)

Page 41: Rasterizing Polygons

A Rasterization Algorithm

Scanline (8, -1/7, 11-3/14)

(7, -1/7, 1/14)

(8, -2/3, 5) (8, 1/3, 6-1/2)

Page 42: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(7, -1/7, 1/14)

(8, -2/3, 5) (8, 1/3, 6-1/2)

(8, -1/7, 11-3/14)

Page 43: Rasterizing Polygons

A Rasterization Algorithm

Scanline (8, -1/7, 11-3/14)

(8, -2/3, 5) (8, 1/3, 6-1/2)(8, 4, 2)

Page 44: Rasterizing Polygons

A Rasterization Algorithm

Scanline

(8, -2/3, 5) (8, 1/3, 6-1/2)(8, 4, 2)

(8, -1/7, 11-3/14)

Page 45: Rasterizing Polygons

A Rasterization Algorithm

Page 46: Rasterizing Polygons

Rasterizing Polygons

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Page 47: Rasterizing Polygons

Rasterizing Polygons in OpenGL

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Page 48: Rasterizing Polygons

Freehand Polygons

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