computer graphics implementation i

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C O M P U T E R G R A P H I C S Guoying Zhao 1 / 51 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 51 Computer Graphics Implementation I

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Computer Graphics Implementation I. Algorithms for Drawing 2D Primitives. Line Drawing Algorithms DDA algorithm Midpoint algorithm Bresenham’s line algorithm Circle Generating Algorithms Bresenham’s circle algorithm Extension to Ellipse drawing. Line Drawing. Line Drawing - PowerPoint PPT Presentation

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Page 1: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 1 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 1 / 51

Computer Graphics

Implementation I

Page 2: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 2 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 2 / 51

Algorithms for Drawing 2D Primitives

• Line Drawing Algorithms– DDA algorithm– Midpoint algorithm– Bresenham’s line algorithm

• Circle Generating Algorithms– Bresenham’s circle algorithm– Extension to Ellipse drawing

Page 3: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 3 / 51

Line Drawing

Page 4: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 4 / 51

Line Drawing

• Draw a line on a raster screen between two points

• What’s wrong with statement of problem?– doesn’t say anything about which points are allowed as endpoints

– doesn’t give a clear meaning of “draw”

– doesn’t say what constitutes a “line” in raster world

– doesn’t say how to measure success of proposed algorithms

Problem Statement

• Given two points P and Q in XY plane, both with integer coordinates, determine which pixels on raster screen should be on in order to make picture of a unit-width line segment starting at P and ending at Q

Scan Converting Lines

Page 5: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 5 / 51

Special case:

• Horizontal Line:

Draw pixel P and increment x coordinate value by 1 to get next pixel.

• Vertical Line:

Draw pixel P and increment y coordinate value by 1 to get next pixel.

• Diagonal Line:

Draw pixel P and increment both x and y coordinate by 1 to get next pixel.

• What should we do in general case? => Fast

- Digital differential analyzer (DDA) algorithm

- Mid-point algorithm

- Bresenham algorithm

Finding next pixel:

Page 6: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 6 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 6 / 516

Scan Conversion of Line Segments

• Start with line segment in window coordinates with integer values for endpoints

• Assume implementation has a write_pixel function

y = mx + h

x

ym

Page 7: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 7 / 51

Basic Algorithm• Find equation of line that connects two points P(x1,y1) and

Q(x2,y2)• Starting with leftmost point P, increment xi by 1 to calculate yi =

m*xi + hwhere m = slope, h = y intercept

• Draw pixel at (xi, Round(yi)) where

Round (yi) = Floor (0.5 + yi)

Page 8: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 8 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 8 / 518

Strategy 1 – DDA Algorithm

• Digital Differential Analyzer

– DDA was a mechanical device for numerical solution of differential equations

– Line y=mx+ h satisfies differential equation dy/dx = m = Dy/Dx = (y2-y1)/(x2-x1)

• Along scan line Dx = 1

for(x=x1; x<=x2;x++) { y+=m; write_pixel(x, round(y), line_color);}

Page 9: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 9 / 51

Example Code// Incremental Line Algorithm

// Assume x0 < x1

void Line(int x0, int y0,

int x1, int y1) {

int x, y;

float dy = y1 – y0;

float dx = x1 – x0;

float m = dy / dx;

y = y0;

for (x = x0; x < x1; x++) {

WritePixel(x, Round(y));

y = y + m;

}

}

Page 10: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 10 / 51

),( ii yx ))(,1( myRoundx ii

))(,( ii yRoundx ),1( myx ii

Page 11: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 11 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 11 / 5111

Problem

• DDA = for each x plot pixel at closest y– Problems for steep lines

Page 12: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 12 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 12 / 5112

Using Symmetry

• Use for 1 m 0

• For m > 1, swap role of x and y– For each y, plot closest x

Page 13: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 13 / 51

Problem

void Line(int x0, int y0,

int x1, int y1) {

int x, y;

float dy = y1 – y0;

float dx = x1 – x0;

float m = dy / dx;

y = y0;

for (x = x0; x < x1; x++) {

WritePixel(x, Round(y));

y = y + m;

}

}

Rounding takes time

Page 14: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 14 / 51

• Assume that line’s slope is shallow and positive (0 < slope < 1); other slopes can be handled by suitable reflections about principle axes

• Call lower left endpoint (x0, y0) and upper right endpoint (x1, y1)

• Assume that we have just selected pixel P at (xp, yp)

• Next, we must choose between pixel to right (E pixel) (xp+1, yp), or one right and one up (NE pixel) (xp+1, yp+1)

• Let Q be intersection point of line being scan-converted and vertical line x=xp+1

Strategy 2 – Midpoint Line Algorithm (1/3)

Page 15: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 15 / 51

Strategy 2 – Midpoint Line Algorithm (2/3)

),( pp yxP 1 pxx

Previous pixel Choices for current pixel

Choices for next pixel

E pixel

NE pixel

Midpoint MQ

Page 16: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 16 / 51

• Line passes between E and NE

• Point that is closer to intersection point Q must be chosen

• Observe on which side of line midpoint M lies:– E is closer to line if midpoint M lies above line, i.e., line crosses

bottom half

– NE is closer to line if midpoint M lies below line, i.e., line crosses top half

• Error (vertical distance between chosen pixel and actual line) is always <= ½

Strategy 2 – Midpoint Line Algorithm (3/3)

• Algorithm chooses NE as next pixel for line shown

• Now, need to find a way to calculate on which side of line midpoint lies E

pixel

NE pixel

MQ

Page 17: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 17 / 51

Line equation as function f(x):

Line equation as implicit function:

for coefficients a, b, c, where a, b ≠ 0

from above,

Properties (proof by case analysis):• f(xm, ym) = 0 when any point M is on line• f(xm, ym) < 0 when any point M is above line• f(xm, ym) > 0 when any point M is below line• Our decision will be based on value of function at midpoint M at (xp +

1, yp + ½)

Line

Bxdx

dyy

Bmxy

0),( cbyaxyxf

dxBcdxbdya

dxBdxyxdy

dxBxdydxy

,,

0

Page 18: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 18 / 51

void MidpointLine(int x0, int y0, int x1, int y1) {

int dx = x1 - x0;

int dy = y1 - y0;

int x = x0;

int y = y0;

float c = y0 * dx – dy * x0;

writePixel(x, y);

x++;

while (x < x1) {

d = dy * x – (y + 0.5) * dx + c;

if (d > 0) { // Northeast Case

y++;

}

writePixel(x, y);

x++;

} /* while */

}

Page 19: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 19 / 51

Decision Variable d:

• We only need sign of f(xp + 1, yp + ½) to see where line lies,

and then pick nearest pixel

• d = f(xp + 1, yp + ½)

- if d > 0 choose pixel NE

- if d < 0 choose pixel E

- if d = 0 choose either one consistently

How do we incrementally update d?

• On basis of picking E or NE, figure out location of M for that

pixel, and corresponding value d for next grid line

• We can derive d for the next pixel based on our current

decision

Decision Variable

Page 20: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 20 / 51

Increment M by one in x direction

dnew = f(xp + 2, yp + ½)

= a(xp + 2) + b(yp + ½) + c

dold = a(xp + 1) + b(yp + ½) + c

• dnew - dold is the incremental difference E

dnew = dold + a E = a = dy

• We can compute value of decision variable at next step incrementally without computing F(M) directly

dnew = dold + E = dold + dy

E can be thought of as correction or update factor to take dold to dnew • It is referred to as forward difference

If E was chosen:Strategy 3 – Bresenham algorithm

Page 21: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 21 / 51

Increment M by one in both x and y directions

dnew = F(xp + 2, yp + 3/2)

= a(xp + 2) + b(yp + 3/2) + c

NE = dnew – dold

dnew = dold + a + b

NE = a + b = dy – dx

• Thus, incrementally,

dnew = dold + NE = dold + dy – dx

If NE was chosen:

Page 22: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 22 / 51

• At each step, algorithm chooses between 2 pixels based on sign of decision variable calculated in previous iteration.

• It then updates decision variable by adding either E or NE to old value depending on choice of pixel. Simple additions only!

• First pixel is first endpoint (x0, y0), so we can directly calculate initial value of d for choosing between E and NE.

Summary (1/2)

Page 23: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 23 / 51

• First midpoint for first d = dstart is at (x0 + 1, y0 + ½)

• f(x0 + 1, y0 + ½) = a(x0 + 1) + b(y0 + ½) + c = a * x0 + b * y0 + c + a + b/2 = f(x0, y0) + a + b/2

• But (x0, y0) is point on line and f(x0, y0) = 0

• Therefore, dstart = a + b/2 = dy – dx/2 – use dstart to choose second pixel, etc.

• To eliminate fraction in dstart : – redefine f by multiplying it by 2; f(x,y) = 2(ax + by + c)– this multiplies each constant and decision variable by 2, but does not

change sign

Summary (2/2)

Page 24: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 24 / 51

Example Codevoid Bresenham(int x0, int y0, int x1, int y1) {

int dx = x1 - x0;

int dy = y1 - y0;

int d = 2 * dy - dx;

int incrE = 2 * dy;

int incrNE = 2 * (dy - dx);

int x = x0;

int y = y0;

writePixel(x, y);

while (x < x1) {

if (d <= 0) { // East Case

d = d + incrE;

} else { // Northeast Case

d = d + incrNE;

y++;

}

x++;

writePixel(x, y);

} /* while */

} /* MidpointLine */

Page 25: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 25 / 51

Drawing Circles

Page 26: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 26 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 26 / 51

Bresenham’s Circle Algorithm

• Circle Equation– (x-xc)2 + (y- yc)2 = R2

• Problem simplifying– Making the circle

origin (xc, yc) in the coordinate origin

– Symmetry points(y,x), (y,-x),(x,-y),(-x,-y),(-y,-x),(-y,x),(-x,y)

Page 27: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 27 / 51

Version 1: really bad

For x = – R to R

y = sqrt(R * R – x * x);

Pixel (round(x), round(y));

Pixel (round(x), round(-y));

Version 2: slightly less bad

For x = 0 to 360

Pixel (round (R • cos(x)), round(R • sin(x)));

(17, 0)

(0, 17)

(17, 0)

(0, 17)

Scan Converting Circles

Page 28: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 28 / 51

Suppose circle origin is (xc,yc),

radius is R.

Let D(x, y) = (x-xc)2+(y-yc)

2–R2

• If point(x,y) is outside the circle, D(x,y)>0 。

• If point(x,y) is inside the circle, D(x,y)<0 。

(xc, yc)

Page 29: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 29 / 51

Bresenham’s Circle Algorithm

Two choice: (xi+1, yi) or (xi+1, yi-1)

(xi, yi) (xi+1, yi)

(xi+1, yi-1)

(xi, yi-1)

(xi+1, yi)

(xi+1, yi-1)

(xi, yi)

(xi, yi-1)

Page 30: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 30 / 51

• Symmetry: If (x0 + a, y0 + b) is on circle

– also (x0 ± a, y0 ± b) and (x0 ± b, y0 ± a); hence 8-way symmetry.

• Reduce the problem to finding the pixels for 1/8 of the circle

R

(x0 + a, y0 + b)

(x-x0)2 + (y-y0)2 = R2

(x0, y0)

Use Symmetry

Page 31: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 31 / 51

• Scan top right 1/8 of circle of radius R

• Circle starts at (x0, y0 + R)

• Let’s use another incremental algorithm with decision variable evaluated at midpoint

(x0, y0)

Using the Symmetry

Page 32: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 32 / 51

E

SE

x = x0; y = y0 + R; Pixel(x, y);for (x = x0+1; (x – x0) < (y – y0); x++) {

if (decision_var < 0) {/* move east */update decision_var;

}else {

/* move south east */update decision_var;y--;

}Pixel(x, y);

}

Sketch of Incremental Algorithm

Page 33: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 33 / 51

• Decision variable– negative if we move E, positive if we move SE (or vice versa).

• Follow line strategy: Use implicit equation of circle

f(x,y) = x2 + y2 – R2 = 0

f(x,y) is zero on circle, negative inside, positive outside

• If we are at pixel (x, y)– examine (x + 1, y) and (x + 1, y – 1)

• Compute f at the midpoint

What we need for Incremental Algorithm

Page 34: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 34 / 51

P = (xp, yp)M ME

MSE

SE

Decision VariableE

• Evaluate f(x,y) = x2 + y2 – R2

at the point

• We are asking: “Is

positive or negative?” (it is zero on circle)

• If negative, midpoint inside circle, choose E– vertical distance to the circle is less at

(x + 1, y) than at (x + 1, y–1).• If positive, opposite is true, choose SE

22

2

21)1(

21,1 Ryxyxf

21,1 yx

Page 35: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 35 / 51

• Decision based on vertical distance

• Ok for lines, since d and dvert are proportional

• For circles, not true:

• Which d is closer to zero? (i.e. which of the two values below is closer to R):

RyxCircyxd

RyxCircyxd

22

22

)1()1()),1,1((

)1()),,1((

2222 )1()1()1( yxoryx

The right decision variable?

Page 36: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 36 / 51

• We could ask instead:“Is (x + 1)2 + y2 or (x + 1)2 + (y – 1)2 closer to R2?”

• The two values in equation above differ by

12])1()1[(])1[( 2222 yyxyx

fE – fSE = 290 – 257 = 33

(0, 17) (1, 17)

(1, 16)

fE = 12 + 172 = 290E

SE

fSE = 12 + 162 = 257

2y – 1 = 2(17) – 1 = 33

Alternate Phrasing (1/3)

Page 37: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 37 / 51

• The second value, which is always less,

is closer if its difference from R2 is less than

i.e., if

then

so

so

so

2 )12(1 y])1()1[( 222 yxR

)12(21

y

21)1(0 222 Ryyx

2112)1(0 222 Ryyyx

)1()1(210 222 Ryxy

22

2

41

21)1(0 Ryx

Alternate Phrasing (2/3)

Page 38: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 38 / 51

• The radial distance decision is whether

is positive or negative

• And the vertical distance decision is whether

is positive or negative; d1 and d2 are apart.

• The integer d1 is positive only if d2 + is

positive (except special case where d2 = 0).4

1

4

1

22

2

41

21)1(1 Ryxd

22

2

21)1(2 Ryxd

Alternate Phrasing (3/3)

Page 39: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 39 / 51

• How to compute the value of

at successive points?• Answer: Note that

is just

and that

is just

(1/2)

22

2

21)1(),( Ryxyxf

2232),(

),()1,1(

32),(

),(),1(

SE

E

yxyx

yxfyxf

xyx

yxfyxf

Incremental Computation, Again

Page 40: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 40 / 51

F F’

F’’

Incremental Computation (2/2)• If we move E, update by adding 2x + 3

• If we move SE, update by adding 2x + 3 – 2y + 2.

• Forward differences of a 1st degree polynomial are constants and those of a 2nd degree polynomial are 1st degree polynomials – this “first order forward difference,” like a partial derivative, is one

degree lower

Page 41: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 41 / 51

• The function is linear, hence amenable to incremental computation, viz:

• Similarly

Second Differences (1/2)

32),(E xyx

2),()1,1( EE yxyx

2),(),1( EE yxyx

4),()1,1( SESE yxyx2),(),1( SESE yxyx

Page 42: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 42 / 51

• For any step, can compute new ΔE(x, y) from old ΔE(x, y) by adding appropriate second constant increment – update delta terms as we move.

– This is also true of ΔSE(x, y)

• Having drawn pixel (a,b), decide location of new pixel at (a + 1, b) or (a + 1, b – 1), using previously computed d(a, b).

• Having drawn new pixel, must update d(a, b) for next iteration; need to find either d(a + 1, b) or d(a + 1, b – 1) depending on pixel choice

• Must add ΔE(a, b) or ΔSE(a, b) to d(a, b)

• So we…– Look at d(i) to decide which to draw next, update x and y– Update d using ΔE(a,b) or ΔSE(a,b) – Update each of ΔE(a,b) and ΔSE(a,b) for future use– Draw pixel

Second Differences (2/2)

Page 43: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 43 / 51

Bresenham’s Eighth Circle Algorithmvoid MEC (int R) /* 1/8th of a circle w/ radius R */

{ int x = 0, y = R;

int delta_E, delta_SE;

float decision;

delta_E = 2*x + 3;

delta_SE = 2*(x-y) + 5;

decision = (x+1)*(x+1) + (y - 0.5)*(y - 0.5) –R*R;

Pixel(x, y);

while( y > x ) {

if (decision < 0) {/* Move east */

decision += delta_E;

delta_E += 2; delta_SE += 2; /*Update delta*/

}

else {/* Move SE */

y--;

decision += delta_SE;

delta_E += 2; delta_SE += 4; /*Update delta*/}

x++;

Pixel(x, y);

}

}

Page 44: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 44 / 51

• Uses floats!

• 1 test, 3 or 4 additions per pixel

• Initialization can be improved

• Multiply everything by 4 No Floats!– Makes the components even, but sign of decision variable remains

same

Questions

• Are we getting all pixels whose distance from the circle is less than ½?

• Why is y > x the right stopping criterion?

• What if it were an ellipse?

Analysis

Page 45: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 45 / 51

• Equation is

i.e,

• Computation of and is similar

• Only 4-fold symmetry

• When do we stop stepping horizontally and switch to vertical?

Aligned Ellipses

12

2

2

2

by

ax

222222bayaxb

E SE

Page 46: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 46 / 51

• When absolute value of slope of ellipse is more than 1, viz:

• How do you check this? At a point (x,y) for which f(x,y) = 0, a vector perpendicular to the level set is f(x,y) which is

• This vector points more right than up when

Direction Changing Criterion (1/2)

),(),,( yxyfyx

xf

0),(),(

yx

yfyx

xf

Page 47: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 47 / 51

• In our case,

and

so we check for

i.e.

• This, too, can be computed incrementally

Direction Changing Criterion (2/2)

xayxx

f 22),(

ybyxy

f 22),(

022 22 ybxa

022 ybxa

Page 48: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 48 / 51

• Patterned primitives

• Non-integer primitives

• General conics

Other Scan Conversion Problems

Page 49: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 49 / 51

• Patterned line from P to Q is not same as patterned line from Q to P.

• Patterns can be geometric or cosmetic– Cosmetic: Texture applied after transformations– Geometric: Pattern subject to transformations

Cosmetic patterned line

Geometric patterned line

Patterned Lines

P Q

P Q

Page 50: Computer Graphics Implementation I

C O M P U T E R G R A P H I C S

Guoying Zhao 50 / 51

Geometric Pattern vs. Cosmetic Pattern

+

Geometric (Perspectivized/Filtered) Cosmetic

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Guoying Zhao 51 / 51

C O M P U T E R G R A P H I C S

Guoying Zhao 51 / 51

Next Lecture

• Polygon Filling– Scan-line Conversion Approaches– Area Filling Approaches

• Antialiasing

• Clipping