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Introduction to Computer Graphics

Clipping

Review: Polygon Rasterization


For scanline, determine all intersections of polygon edges with scanline
Sort edge intersections in least to greatest order
Use parity count to determine when pixels are drawn
Horizontal lines do not contribute to parity count
Ymin endpoints do contribute to parity count
Ymax endpoints do not contribute to parity count

Not drawn because H is max of AH


And HG does not contribute

Not drawn because D is min of ED


And increments counter to 2.
DC doesnt contribute

D
A

C
B

Bottom edge drawn because A is min of AH. AB does not contribute

Next Topic: Clipping


Weve been assuming that all primitives (lines, triangles,
polygons) lie entirely within the viewport
In general, this assumption will not hold:

Clipping
Analytically calculating the portions of primitives
within the viewport

Why Clip?
Bad idea to rasterize outside of framebuffer
bounds
Also, dont waste time scan converting pixels
outside window

Clipping
The nave approach to clipping lines:
for each line segment
for each edge of viewport
find intersection point
pick nearest point

if anything is left, draw it

What do we mean by nearest?


How can we optimize this?

D
C

Trivial Accepts
Big optimization: trivial accept/rejects
How can we quickly determine whether a line segment is
entirely inside the viewport?
A: test both endpoints.

Trivial Rejects
How can we know a line is outside viewport?
A: if both endpoints on wrong side of same edge,
can trivially reject line

Clipping Lines To Viewport


Combining trivial accepts/rejects
Trivially accept lines with both endpoints inside all edges of the viewport
Trivially reject lines with both endpoints outside the same edge of the
viewport
Otherwise, reduce to trivial cases by splitting into two segments

Cohen-Sutherland Line Clipping


Divide viewplane into regions defined by viewport
edges
Assign each region a 4-bit outcode:
1001

1000

1010

0001

0000

0010

0101

0100

0110

Cohen-Sutherland Line Clipping


Assign an outcode to each vertex of line to test
Bit 1 = sign bit of (ymax y)
If both outcodes = 0, trivial accept
bitwise OR
bitwise AND vertex outcodes together
if result 0, trivial reject

Cohen-Sutherland Line Clipping


If line cannot be trivially accepted or rejected, subdivide
so that one or both segments can be discarded
Pick an edge that the line crosses (how?)
Intersect line with edge (how?)
Discard portion on wrong side of edge and assign
outcode to new vertex
Apply trivial accept/reject tests; repeat if necessary

Cohen-Sutherland Line Clipping


If line cannot be trivially accepted or rejected, subdivide
so that one or both segments can be discarded
Pick an edge that the line crosses
Check against edges in same order each time
For example: top, bottom, right, left

C
B
A

Cohen-Sutherland Line Clipping


Intersect line with edge (how?)
C
B
A

Cohen-Sutherland Line Clipping


Discard portion on wrong side of edge and assign outcode to new vertex

C
B
A

Apply trivial accept/reject tests and repeat if necessary

Viewport Intersection Code


(x1, y1), (x2, y2) intersect with vertical edge at xright
yintersect = y1 + m(xright x1), m=(y2-y1)/(x2-x1)
(x1, y1), (x2, y2) intersect with horizontal edge at ybottom
xintersect = x1 + (ybottom y1)/m, m=(y2-y1)/(x2-x1)

Cohen-Sutherland Review
Use opcodes to quickly eliminate/include lines
Best algorithm when trivial accepts/rejects are common
Must compute viewport clipping of remaining lines
Non-trivial clipping cost
Redundant clipping of some lines

More efficient algorithms exist

Solving Simultaneous Equations


Equation of a line
Slope-intercept (explicit equation): y = mx + b
Implicit Equation: Ax + By + C = 0
Parametric Equation: Line defined by two points, P 0 and P1
P(t) = P0 + (P1 - P0) t, where P is a vector [x, y]T
x(t) = x0 + (x1 - x0) t
y(t) = x0 + (y1 - y0) t

Parametric Line Equation


Describes a finite line
Works with vertical lines (like the viewport edge)
0 <=t <= 1
Defines line between P0 and P1

t<0
Defines line before P0

t>1
Defines line after P1

Parametric Lines and Clipping


Define each line in parametric form:
P0(t)Pn-1(t)

Define each edge of viewport in parametric form:


PL(t), PR(t), PT(t), PB(t)

Could perform Cohen-Sutherland intersection


tests using appropriate viewport edge and line

Line / Edge Clipping Equations


Faster line clippers use parametric equations
Line 0:
x0 = x00 + (x01 - x00) t0
y0 = y00 + (y01 - y00) t0

Viewport Edge L:
xL = xL0 + (xL1 - xL0) tL
yL = yL0 + (yL1 - yL0) tL

x00 + (x01 - x00) t0 = xL0 + (xL1 - xL0) tL


y00 + (y01 - y00) t0 = yL0 + (yL1 - yL0) tL
Solve for t0 and/or tL

Cyrus-Beck Algorithm
We wish to optimize line/line intersection
Start with parametric equation of line:
P(t) = P0 + (P1 - P0) t
And a point and normal for each edge
P L , NL

Cyrus-Beck Algorithm
Find t such that

PL

NL [P(t) - PL] = 0
P(t)
P0

Substitute line equation for P(t)


Solve for t
t = NL [PL P0] / -NL [P1 - P0]

Inside
NL

P1

Cyrus-Beck Algorithm
Compute t for line intersection with all four edges
Discard all (t < 0) and (t > 1)
Classify each remaining intersection as
Potentially Entering (PE)
Potentially Leaving (PL)

NL [P1 - P0] > 0 implies PL


NL [P1 - P0] < 0 implies PE
Note that we computed this term when computing t

Cyrus-Beck Algorithm
Compute PE with largest t
Compute PL with smallest t
Clip to these two points
PL

PE
P0

PE

PL

P1

Cyrus-Beck Algorithm
Because of horizontal and vertical clip lines:
Many computations reduce

Normals: (-1, 0), (1, 0), (0, -1), (0, 1)


Pick constant points on edges
solution for t:
-(x0 - xleft) / (x1 - x0)
(x0 - xright) / -(x1 - x0)
-(y0 - ybottom) / (y1 - y0)
(y0 - ytop) / -(y1 - y0)

Comparison
Cohen-Sutherland
Repeated clipping is expensive
Best used when trivial acceptance and rejection is possible for most lines

Cyrus-Beck
Computation of t-intersections is cheap
Computation of (x,y) clip points is only done once
Algorithm doesnt consider trivial accepts/rejects
Best when many lines must be clipped

Liang-Barsky: Optimized Cyrus-Beck


Nicholl et al.: Fastest, but doesnt do 3D

Clipping Polygons
Clipping polygons is more complex than clipping
the individual lines
Input: polygon
Output: original polygon, new polygon, or nothing

When can we trivially accept/reject a polygon as


opposed to the line segments that make up the
polygon?

Why Is Clipping Hard?


What happens to a triangle during clipping?
Possible outcomes:

triangle triangle

triangle quad

triangle 5-gon

How many sides can a clipped triangle have?

How many sides?


Seven

Why Is Clipping Hard?


A really tough case:

Why Is Clipping Hard?


A really tough case:

concave polygon multiple polygons

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the viewport edges equation

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping:
The Algorithm
Basic idea:
Consider each edge of the viewport individually
Clip the polygon against the edge equation
After doing all edges, the polygon is fully clipped

Sutherland-Hodgeman Clipping
Input/output for algorithm:
Input: list of polygon vertices in order
Output: list of clipped poygon vertices consisting of
old vertices (maybe) and new vertices (maybe)

Note: this is exactly what we expect from the


clipping operation against each edge

Sutherland-Hodgeman Clipping
Sutherland-Hodgman basic routine:
Go around polygon one vertex at a time
Current vertex has position p
Previous vertex had position s, and it has been added to
the output if appropriate

Sutherland-Hodgeman Clipping
Edge from s to p takes one of four cases:
(Orange line can be a line or a plane)
inside

outside

inside

outside

inside

p
p output

s
i output

outside

inside

s
no output

i output
p output

outside

Sutherland-Hodgeman Clipping
Four cases:
s inside plane and p inside plane
Add p to output
Note: s has already been added
s inside plane and p outside plane
Find intersection point i
Add i to output
s outside plane and p outside plane
Add nothing
s outside plane and p inside plane
Find intersection point i
Add i to output, followed by p

Point-to-Plane test
A very general test to determine if a point p is inside
a plane P, defined by q and n:
(p - q) n < 0:

p inside P

(p - q) n = 0:

p on P

(p - q) n > 0:

p outside P

Remember: p n = |p| |n| cos ()


= angle between p and n

q
n

p
P

q
n

p
P

p
P

Finding Line-Plane Intersections


Edge intersects plane P where E(t) is on P
q is a point on P
n is normal to P
(L(t) - q) n = 0
t = [(q - L0) n] / [(L1 - L0) n]
The intersection point i = L(t) for this value of t

Line-Plane Intersections
Again, lots of opportunity for optimization

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