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CPCS 391 Computer Graphics 1 Lecture 5: Polygon Filling

Instructor: Dr. Sahar Shabanah

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3-D Graphics Rendering Pipeline

Normalized view space Modeling

Transformation Viewing Transformation

Lighting & Shading

Clipping

Projection

Scan conversion, Hiding

Primitives

Image

Object space

World space Camera space

Image space,

Device coordinates Culling

(I added this step to the diagram)

Today

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+ 2D Object Definition

Lines and Polylines: lines drawn between ordered points

Same first and last point make closed polyline or polygon

If it does not intersect itself, called simple polygon

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+ 2D Object Definition

Convex: For every pair of points in the polygon, the line between them is fully contained in the polygon.

Concave: Not convex: some two points in the polygon are joined by a line not fully contained in the polygon.

Special Polygons

triangle square

rectangle

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+ 2D Object Definition

Circles

Consist of all points equidistant from one predetermined point (the center)

(radius) r = c, where c is a constant

On a Cartesian grid with center of circle at origin equation is r2 = x2 + y2

Circle as polygon

A circle can be approximated by a polygon with many sides (>15)

P

0

P

1

r

0 y

x

r

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0 1 1

2 2

3 4 5 6 7 8 9 10

3 4 5 6

0 1 1

2 2

3 4 5 6 7 8 9 10

3 4 5 6

Example: height, on y-axis, remains 3, while length, on x-axis, changes from 3 to 6

2D Object Definition

 (Aligned) Ellipses

A circle scaled along the x or y axis

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+ 2D Shape Representation: Vertex-Edge Table

General purpose, simple overhead, reasonable efficiency

Each vertex listed once

Each edge is ordered pair of indices into vertex table

Sufficient information to draw shape and perform simple operations.

Order does not matter, convention is edges listed in counterclockwise order.

Vertexes 1 (0,0) 2 (1,0) 3 (0,1) 4 (1,1) 5 (0.5,1.5)

Edges 1 (1,2) 2 (2,4) 3 (4,5) 4 (5,3) 5 (3,1)

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+ 2D Shape Representation: Splines

How they work: Parametric curves governed by control points

Mathematically: Several representations to choose from. More complicated than vertex lists.

Simple parametric representation:

Advantage: Smooth with just a few control points

Disadvantage: Can be hard to control

Uses:

representation of smooth shapes. Either as outlines in 2D or with Patches or Subdivision Surfaces in 3D

animation Paths for tweening

approximation of truncated Gaussian Filters

 

 

1 0

2 2 3

3

0 1

2 2 3

3

b t

b t

b t

b t

y

a t

a t

a t

a t

x

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+ 2D to 3D Object Definition

Vertices in motion

(“Generative object description”)

Line

is drawn by tracing path of a point as it moves (one

dimensional entity)

Square

drawn by tracing vertices of a line as it moves perpendicularly to itself (two dimensional entity)

Cube

drawn by tracing paths of

vertices of a square as it moves perpendicularly to itself (three- dimensional entity)

Circle

drawn by swinging a point at a

fixed length around a center

point

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+ Building 3D Primitives

Triangles and tri-meshes

Parametric polynomials, like the aforementioned splines used to

define surface patches.

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+ Triangle Meshes

Most common representation of shape in three dimensions

All vertices of triangle are guaranteed to lie in one plane (unlike quadrilaterals or other

polygons)

Uniformity makes it easy to perform mesh operations: subdivision, simplification, etc.

Many different ways to represent triangular meshes:

http://en.wikipedia.org/wiki/Polygon_mesh

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+ 3D Shape Representation Vertex-Triangle Tables

Each vertex gets listed once

Each triangle is ordered triple of indices into the vertex table

Edges between vertices inferred from triangles

Only need the triangular mesh representations to draw the shapes;

Counterclockwise ordering of vertices for normals

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+ Polygon Fill Algorithms

A standard output primitive in general

graphics package is a solid color or patterned polygon area.

There are two basic approaches to filling on raster systems.

Scan line polygon fill: determine overlap Intervals for scan lines that cross that area, mostly used in general graphics packages

Seed fill: start from a given interior point and

paint outward from this point until we encounter the boundary, used in applications having

complex boundaries and interactive painting

systems

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+ Seed Fill Algorithm

These algorithms assume that at least one pixel interior to a polygon or region is known

Regions maybe interior or boundary defined

Interior-defined region Interior-defined region

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For each scan line crossing a polygon are then sorted from left to right, and the corresponding frame buffer positions between each intersection pair are set to the specified color.

These intersection points are then sorted from left to right , and the

corresponding frame buffer positions between each intersection pair are set to specified color

In the example, four pixel intersections define stretches from x=10 to x=14 and x=18 to x=24

Scan Line Polygon Fill Algorithm

Interior pixels along a scan line passing through a polygon area

10 14 18 24 Xk+1,yk+1

Xk , yk

Scan Line yk +1 Scan Line yk

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+ Scan Line Polygon Fill Algorithm

Maintaining a data structure of all intersections of polygons with scan lines

Sort by scan line

Fill each span

For each scan line:

Find the intersections of the scan line with all edges of the polygon.

Sort the intersections by increasing x- coordinate.

Fill in all pixels between pairs of intersections.

Problem:

Calculating intersections is slow.

Solution:

Incremental computation / coherence

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+ Scan Line Polygon Fill Algorithm

Edge Coherence

Observation:

Not all edges intersect each scanline.

Many edges intersected by scanline i will also be intersected by scanline i+1

Formula for scanline s is y = s,

for an edge is y = mx + b

Their intersection is

s = mx

s

+ b  x

s

= (s-b)/m

For scanline s + 1,

x

s+1

= (s+1 - b)/m= x

s

+ 1/m

Incremental calculation: xs+1 = xs + 1/m

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+ Scan Line Polygon Fill Algorithm

Problem of Scan-Line intersections at polygon vertices:

A scan Line passing through a vertex intersects two polygon edges at that position, adding two points to the list of intersections for the scan Line

In the example, scan Line y intersects 5 polygon edges and the scan Line y‘

intersects 4 edges although it also passes through a vertex

y‘ correctly identifies internal pixel spans, but y need some extra processing

1

1 2 1

2 1 1

Scan Line y1

Scan Line y

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+ Scan Line Polygon Fill Algorithm

Solution 1:

shorten some polygon edges to split those vertices that should be counted as one intersection

a) When the end point y coordinates of the two edges are

increasing, the y value of the upper endpoint for the current edge is decreased by 1

b) When the endpoint y values are monotonically decreasing, we decrease the y coordinate of the upper endpoint of the edge following the current edge

(a) (b)

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+ Scan Line Polygon Fill Algorithm

When a scan line intersects an edge endpoint (vertex), it intersects two edges.

Two cases:

Case A: edges are monotonically increasing or decreasing

Case B: edges reverse direction at endpoint

In Case A, we should consider this as only ONE edge intersection

In Case B, we should consider this as TWO edge intersections

Scan- line

Case A

Scan-line

Case B

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Scan Line yk + 1

Scan Line yk

(Xk + 1, Yk + 1)

(Xk , Yk )

Scan Line Polygon Fill Algorithm

The Algorithm Steps:

Intersect each scanline with all edges using the iterative coherence calculations to obtain edge intersections quickly

Sort intersections in x

Calculate parity of intersections to determine in/out

Fill the “in” pixels

Special cases to be handled:

Horizontal edges should be excluded

For vertices lying on scanlines,

count twice for a change in slope.

Shorten edge by one scanline for no change in

slope

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+ Scan Line Polygon Fill Algorithm

Need 2 data structures: Edge Table and Active Edge Table

Traverse Edges to construct an Edge Table

In this table, there is an entry for each scan-line.

Add only the non-horizontal edges into the table.

For each edge, we add it to the scan-line that it begins with (that is, the scan-line equal to its lowest y-value).

Each scan-line entry thus contains a sorted list of edges. The edges are sorted left to right. (To maintain sorted order, just use insertion based on their x value.)

Add edge to linked-list for the scan line corresponding to the lower vertex.

Store the following:

y_upper: last scanline to consider

x_lower: starting x coordinate for edge

1/m: for incrementing x; compute

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+ Active Edge List

Process the scan lines from bottom to top to construct Active Edge Table during scan conversion.

Maintain an active edge list for the current scan-line.

When the current scan line reaches the lower / upper endpoint of an edge it becomes active.

When the current scan line moves above the upper / below the lower endpoint, the edge becomes inactive

Use iterative coherence calculations to obtain edge intersections quickly.

AEL is a linked list of active edges on the current scanline, y.

Each active edge line has the following information

y_upper: last scanline to consider

x_lower: edge’s intersection with current y

1/m: x increment

The active edges are kept sorted by x

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+ Scan Line Polygon Fill Algorithm

1.

Set y to the smallest y coordinate that has an entry in the ET; i.e, y

for the first nonempty bucket.

2.

Initialize the AET to be empty.

3.

Repeat until the AET and ET are empty:

1. Move from ET bucket

y

to the AET those edges whose

y_min = y

(entering edges).

2.

Remove from the AET those entries for which y = y_max (edges

not involved in the next scanline), the sort the AET on x (made easier because ET is presorted

3.

Fill in desired pixel values on scanline y by using pairs of x

coordinates from AET.

4.

Increment y by 1 (to the coordinate of the next scanline).

5.

For each nonvertical edge remaining in the AET, update x for the

new y .

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+ Polygon fill example

1. Set y to smallest y with entry in ET, i.e., y for the first non-empty bucket

2. Init Active Edge Table (AET) to be empty

3. Repeat until AET and ET are empty:

1. Move form ET bucket y to the AET those edges whose ymin=y (entering edges)

2. Remove from AET those edges for which y=ymax (not involved in next scan line), then sort AET (remember: ET is presorted)

3. Fill desired pixel values on scan line y by using pairs of x-coords from AET Increment y by 1 (next scan line)

4. For each nonvertical edge remaining in AET, update x for new y

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+ Polygon fill example

Referensi

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