Fall 2018 CSCI 420: Computer Graphics - Hao Li
Transcript of Fall 2018 CSCI 420: Computer Graphics - Hao Li
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CSCI 420: Computer Graphics
Hao Lihttp://cs420.hao-li.com
Fall 2018
7.1 Rasterization
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Rendering Pipeline
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Outline
• Scan Conversion for Lines
• Scan Conversion for Polygons
• Antialiasing
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Rasterization (scan conversion)
• Final step in pipeline: rasterization
• From screen coordinates (float) to pixels (int)
• Writing pixels into frame buffer
• Separate buffers:
- depth (z-buffer),
- display (frame buffer),
- shadows (stencil buffer),
- blending (accumulation buffer)
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Rasterizing a line
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Digital Differential Analyzer (DDA)
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• Represent line as
• Then, if pixel, we have �y = m �x = m�x = 1
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• Assume write_pixel(int x, int y, int value)
• Problems:
- Requires floating point addition
- Missing pixels with steep slopes: slope restriction needed
Digital Differential Analyzer
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for (i = x1; i <= x2; i++){ y += m; write_pixel(i, round(y), color);}
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Digital Differential Analyzer (DDA)
• Assume 0 ≤ m ≤ 1
• Exploit symmetry
• Distinguish special cases
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But still requires floating point additions!
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Bresenham’s Algorithm I
• Eliminate floating point addition from DDA
• Assume again 0 ≤ m ≤ 1
• Assume pixel centers halfway between integers
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Bresenham’s Algorithm II
• Decision variable - If choose lower pixel - If choose higher pixel
• Goal: avoid explicit computation of
• Step 1: re-scale
• is always integer
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a� b 0
a� b > 0
a� b
a� b
d = (x2 � x1)(a� b) = �x(a� b)
d
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Bresenham’s Algorithm III
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• Compute d at step from d at step
• Case: j did not change - decreases by , increases by - decreases by
- decreases by
(dk > 0)
k + 1 k!
a m b m
(a� b) 2m = 2(�y
�x)
�x(a� b) 2�y
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Bresenham’s Algorithm IV
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• Case: j did change - decreases by , increases by - decreases by
- decreases by
(dk 0)a m� 1 b m� 1
(a� b)
�x(a� b) 2(�y ��x)
2m� 2 = 2(�y
�x� 1)
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Bresenham’s Algorithm V
• So if • And if • Final (efficient) implementation:
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void draw_line(int x1, int y1, int x2, int y2) {int x, y = y1;int dx = 2*(x2-x1), dy = 2*(y2-y1);int dydx = dy-dx, D = (dy-dx)/2;
for (x = x1 ; x <= x2 ; x++) {
write_pixel(x, y, color);if (D > 0) D -= dy;else {y++; D -= dydx;}
}}
dk+1 = dk � 2�y dk > 0
dk+1 = dk � 2(�y ��x) dk 0
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Bresenham’s Algorithm VI
• Need different cases to handle m > 1
• Highly efficient
• Easy to implement in hardware and software
• Widely used
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Outline
• Scan Conversion for Lines
• Scan Conversion for Polygons
• Antialiasing
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Scan Conversion of Polygons
• Multiple tasks: - Filling polygon (inside/outside) - Pixel shading (color interpolation) - Blending (accumulation, not just writing) - Depth values (z-buffer hidden-surface removal) - Texture coordinate interpolation (texture mapping)
• Hardware efficiency is critical
• Many algorithms for filling (inside/outside)
• Much fewer that handle all tasks well
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Filling Convex Polygons
• Find top and bottom vertices
• List edges along left and right sides
• For each scan line from bottom to top - Find left and right endpoints of span, xl and xr - Fill pixels between xl and xr - Can use Bresenham’s algorithm to update xl and xr
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xl xr
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Concave Polygons: Odd-Even Test
• Approach 1: odd-even test
• For each scan line - Find all scan line/polygon intersections - Sort them left to right - Fill the interior spans between intersections
• Parity rule: inside after
an odd number of
crossings
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Edge vs Scan Line Intersections
• Brute force: calculate intersections explicitly
• Incremental method (Bresenham’s algorithm)
• Caching intersection information - Edge table with edges sorted by ymin - Active edges, sorted by x-intersection, left to right
• Process image from smallest ymin up
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Concave Polygons: Tessellation
• Approach 2: divide non-convex, non-flat, or non-simple polygons into triangles
• OpenGL specification - Need accept only simple, flat, convex polygons - Tessellate explicitly with tessellator objects - Implicitly if you are lucky
• Most modern GPUs scan-convert only triangles
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Flood Fill
• Draw outline of polygon
• Pick color seed
• Color surrounding pixels and recurse
• Must be able to test boundary and duplication
• More appropriate for drawing than rendering
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Outline
• Scan Conversion for Lines
• Scan Conversion for Polygons
• Antialiasing
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Aliasing
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Aliasing
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Aliasing
• Artifacts created during scan conversion
• Inevitable (going from continuous to discrete)
• Aliasing (name from digital signal processing): we sample a continues image at grid points
• Effect - Jagged edges - Moire patterns
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Moire pattern from sandlotscience.com
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More Aliasing
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Antialiasing for Line Segments
• Use area averaging at boundary
• (c) is aliased, magnified
• (d) is antialiased, magnified
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Antialiasing by Supersampling
• Mostly for off-line rendering (e.g., ray tracing)
• Render, say, 3x3 grid of mini-pixels
• Average results using a filter
• Can be done adaptively - Stop if colors are similar - Subdivide at discontinuities
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one pixel
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Supersampling Example
• Other improvements - Stochastic sampling: avoid sample position repetitions - Stratified sampling (jittering) : perturb a regular grid of samples
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Temporal Aliasing
• Sampling rate is frame rate (30 Hz for video)
• Example: spokes of wagon wheel in movies
• Solution: supersample in time and average - Fast-moving objects are blurred - Happens automatically with real hardware (photo and video cameras)
‣ Exposure time is important (shutter speed) - Effect is called motion blur
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Motion blur
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Wagon Wheel Effect
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Motion Blur Example
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Achieve by stochastic sampling in time
T. Porter, Pixar, 1984 16 samples / pixel / timestep
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Summary
• Scan Conversion for Polygons - Basic scan line algorithm - Convex vs concave - Odd-even rules, tessellation
• Antialiasing (spatial and temporal) - Area averaging - Supersampling - Stochastic sampling
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