module 3 cgi revision
module 3 cgi revision
I’ve completely analyzed the entire contents of the notes you provided. The document covers key
topics in Module 3 – Clipping and Projections for Computer Graphics, specifically:
Covered Topics:
1. Window to Viewport Transformation
Coordinate systems
Transformation equations
Matrix representation
2. Clipping
3. 3D Viewing Pipeline
Modeling transformation
Viewing transformation
Projection transformation
Viewport transformation
4. Projections
Perspective
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Scanline Algorithm
You can now ask any question based on this content, and I’ll answer you accordingly. What would
you like to ask first?
But when it's time to show them on a screen, we need to map those to device-specific
coordinates (e.g., pixels).
🪟 What is a Window?
A rectangular region in the world coordinate system.
🖥️ What is a Viewport?
A rectangular region on the display device (like monitor screen).
ini
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xv = xvmin + (xw - xwmin) * Sx
yv = yvmin + (yw - ywmin) * Sy
Where:
ini
✅ This formula scales and translates the coordinates correctly from one space to another.
📝 Example:
Let window:
xwmin = 1, xwmax = 3, ywmin = 1, ywmax = 5
Let viewport:
xvmin = 0, xvmax = 1, yvmin = 0, yvmax = 1
Then:
Sx = (1 - 0)/(3 - 1) = 1/2
Sy = (1 - 0)/(5 - 1) = 1/4
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So the formula becomes:
xv = 0 + (xw - 1) * 1/2
yv = 0 + (yw - 1) * 1/4
🖼️ Final Purpose:
Ensures that the selected portion of a graphic scene is displayed correctly and proportionally
on the screen.
Essential for zooming, panning, and fitting content into screen spaces.
Sure! Let’s break down clipping, clip window, its applications, and types in very simple words:
✂️ What is Clipping?
Clipping means cutting parts of a graphic that are outside a certain region (just like cropping a
photo).
In computer graphics, when we draw something, sometimes parts of it go outside the area we
want to show on screen. Clipping helps us remove those outside parts.
Anything inside this window is visible, and anything outside is cut off (clipped).
It's like looking through a window — you only see what's inside the frame.
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Things outside the frame are not captured — this is clipping.
3. 🖥️ Efficiency: We don’t waste memory or time drawing things that won’t be seen.
4. 🪟 Multi-window environments: You can show different parts of a scene in different windows.
2. Line Clipping
If partially inside: calculate intersection points and show the visible part.
3. Polygon Clipping
4. Text Clipping
Clipping hides part of the text that goes outside the boundary.
5. Curve Clipping
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✅ Summary in One Line:
Clipping is like cutting off everything that lies outside the viewing area, so we only show what's
inside the clip window.
Would you like me to explain line clipping algorithms like Cohen-Sutherland or Sutherland-
Hodgeman next?
Sure! Let’s understand the Cohen-Sutherland Line Clipping Algorithm in a simple and detailed
way. This is one of the most famous and efficient algorithms for line clipping in computer graphics.
📦 Clip Window:
We define the rectangular clipping region using four values:
pgsql
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So, the region code is a 4-bit binary code: TBRL
👉 Examples:
Position Code
Top-Left 1001
Bottom-Right 0110
etc.
1. Trivial Accept:
If both codes are 0000 , the entire line is inside the window.
✅ Accept and draw the line.
2. Trivial Reject:
If (code1 AND code2) ≠ 0000 , the line is completely outside, in the same direction.
❌ Reject and discard the line.
3. Else:
The line is partially inside and partially outside.
🔁 Find intersection with clip window edge, update point, and repeat.
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🧮 Step 3: Calculating Intersection
For the point that is outside the clip window (non-zero region code), use the following formulas to
find where the line crosses the clip window boundary:
nginx
Intersection Formulas:
Then replace the outside point with this intersection point and repeat the region code test.
🧮 Example:
Clip the line from (40, 15) to (75, 45) against the window:
Step 1:
Step 2:
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Step 3:
Calculate intersection of the line with the left and top edges.
Result:
🔁 Repeat:
You continue this step-by-step clipping until the line is either fully inside (accept) or outside
(reject).
✅ Summary:
Feature Description
Would you like a diagram or a solved problem with step-by-step calculation for this?
Absolutely! Let's dive into the Sutherland-Hodgeman Polygon Clipping Algorithm — explained
clearly and in simple terms.
🧠 Basic Idea:
We clip the polygon one edge at a time against each of the four boundaries of the clip window:
1. Left
2. Right
3. Bottom
4. Top
After clipping with all 4 sides, the remaining polygon is what’s visible.
🪟 What It Needs:
A polygon defined by its vertices (points)
🔁 Step-by-Step Explanation:
Let's say your polygon has vertices: v1, v2, ..., vn .
We will clip it in four passes, one for each clip boundary (left, right, bottom, top):
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Start Point End Point What To Do
Then move to the next boundary and repeat using the new polygon.
✏️ Example (Conceptual):
Given: Polygon (square/triangle), Clip Window
1. Clip against left boundary → output partially clipped polygon
After all 4 steps, you get the final polygon that fits inside the clip window.
🔐 Important Notes:
It works well for convex polygons.
The number of vertices may change after each step (usually increases).
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🧠 Example: Clipping a Triangle
Initial triangle points:
A(1,1), B(4,5), C(6,1)
Clip window:
xmin=2, xmax=5, ymin=2, ymax=4
✅ Summary:
Feature Description
Would you like a step-by-step numerical example with drawing or need help understanding
intersection point calculation?
Certainly! Let’s understand Three Dimensional (3D) Viewing in computer graphics in simple and
detailed terms, using everyday analogies.
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🎯 What is 3D Viewing?
3D viewing is the process of converting a 3D scene (like a virtual world with depth, height, and
width) into a 2D image that we can display on a screen (like your monitor or mobile).
The same steps are followed in 3D computer graphics to show 3D scenes on 2D displays.
1. Modeling Transformation
Build the individual objects (like cubes, cars, trees) in their own local coordinate systems.
Then position and orient them correctly in the world coordinate system.
2. Viewing Transformation
Place a virtual camera (eye) somewhere in the 3D scene.
Transform the world coordinates into viewing coordinates relative to this camera.
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3. Projection Transformation
This step converts the 3D scene to a 2D view on a projection plane (like a camera sensor or a
canvas).
Normalize the remaining part into a standard view volume, often from -1 to 1.
5. Viewport Transformation
Finally, map the normalized coordinates to device coordinates (like pixels on a screen).
This determines where and how the image appears on your display.
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🧠 Summary:
Stage Purpose
Projection Convert 3D to 2D
Would you like to go deeper into projection types (like perspective vs parallel), or do you want an
example walkthrough of the whole pipeline?
Viewing Coordinates
Great! Let's now understand Viewing Coordinates — a key part of the 3D graphics pipeline — in
simple terms.
📷 Real-Life Analogy:
Imagine you're holding a camera and facing a scene:
The horizontal and vertical directions in your view become the xv and yv axes.
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🧱 Viewing Coordinate System Structure:
It is a right-handed coordinate system with:
The viewing plane (like a camera screen) lies in the (xv, yv) plane, perpendicular to zv .
1. Translation
Move the origin of the world to the camera's position.
2. Rotation
Rotate the axes so that the camera looks along the new zv-axis , with appropriate horizontal and
vertical orientation.
This series of steps aligns the world with the camera’s point of view.
📌 Summary Table:
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Feature Description
Would you like a diagram of the viewing coordinate system or an example transformation from
world to viewing coordinates?
Great! Let’s now explain how to perform the Transformation from World Coordinates to Viewing
Coordinates — an essential step in the 3D viewing pipeline.
🎯 Purpose:
We convert the scene from the global world coordinate system into the viewing coordinate
system, so that we can project the scene from the camera’s point of view.
Think of it as repositioning and rotating the world so that the camera is at the origin and looking
along the zv-axis.
🔄 Steps of Transformation:
To go from World Coordinates (WC) to Viewing Coordinates (VC), we perform:
✅ 1. Translation
We move the camera (view reference point) to the origin (0, 0, 0) of the new viewing system.
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Let’s say the camera is at point VRP (x0, y0, z0) in world space.
We apply translation to move everything so that:
scss
VRP → (0, 0, 0)
Translation matrix:
ini
T = [
1 0 0 -x0
0 1 0 -y0
0 0 1 -z0
0 0 0 1
]
✅ 2. Rotation
We now rotate the scene so that the camera is looking in the correct direction.
View Plane Normal (VPN): The direction the camera looks toward (becomes zv-axis )
View Up Vector (VUP): Defines what’s "up" in the camera view (used to get yv-axis )
v (yv-axis) = VPN × u
These vectors u , v , and n form the rotation matrix R that aligns the world axes to the viewing
axes.
Rotation matrix:
ini
R = [
ux uy uz 0
vx vy vz 0
nx ny nz 0
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0 0 0 1
]
ini
V = R × T
ini
Pv = V × Pw
📌 Summary Table:
Step Action Purpose
🧠 Why Do This?
To make projection (to 2D) easy.
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Would you like a numerical example of this transformation, or a diagram showing the view
vectors (u, v, n) and coordinate systems?
Projection
Great! Let’s now understand Projection in computer graphics — one of the most important
concepts for converting 3D scenes into 2D images.
🧠 What is Projection?
Projection is the process of mapping a 3D point (x, y, z) to a 2D point (x′, y′) on a projection plane
(like a camera screen or monitor).
It’s like taking a photograph of a 3D scene — the result is a 2D image that represents the 3D world.
🔭 How It Works:
We imagine "projectors" — lines that pass from each 3D point through a projection center and hit
the view plane.
Where they hit is where the point appears on the 2D screen.
🖼️ Types of Projections:
There are two main types of projections:
1. Parallel Projection
Projectors are parallel to each other.
🔹 Subtypes:
Orthographic: Projectors are perpendicular to the view plane.
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2. Perspective Projection
Projectors meet at a single point (center of projection).
🔹 Example:
A road narrowing in the distance or buildings getting smaller as they go back.
🔢 Mathematically:
Let a 3D point be P(x, y, z) .
In Perspective Projection:
If the projection center is at the origin, and the projection plane is at z = d:
x′ = (d * x) / z
y′ = (d * y) / z
Here, as z increases (object is farther), x′ and y′ become smaller — which creates perspective.
🧮 Summary Table:
Feature Parallel Projection Perspective Projection
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Feature Parallel Projection Perspective Projection
🎯 Final Purpose:
Projection helps in transforming a 3D world into a 2D image while choosing whether to keep
realism (perspective) or measurements (parallel).
Would you like a comparison diagram, or should I walk you through a numerical example of
perspective projection?
Great question! Let’s understand Visible Surface Detection Algorithms, and specifically the two
main approaches: Object-Space Methods and Image-Space Methods — in simple words.
Visible Surface Detection is the process of finding which parts of the objects are visible on
screen, and removing hidden surfaces.
✅ How it works:
It compares each surface of an object with all other surfaces in the scene.
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Figures out which surface is in front and should be visible.
🔍 Example:
Back-Face Detection Algorithm
🧠 Characteristics:
Feature Details
Accuracy High
🖼️ 2. Image-Space Methods
These work at the pixel level — checking each screen pixel to find out which object is closest.
✅ How it works:
For each pixel (x, y), check which surface is closest to the viewer at that pixel.
🔍 Example:
Z-Buffer (Depth Buffer) Algorithm
🧠 Characteristics:
Feature Details
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Feature Details
🧠 Summary Table:
Feature Object-Space Image-Space
Would you like a diagram to visualize this difference or a step-by-step of the Z-buffer method next?
Here’s a detailed, step-by-step explanation of the Depth-Buffer (Z-Buffer) Method, one of the most
common image-space visible-surface algorithms:
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1. 🏗️ Data Structures
Image Buffer
Stores the color (RGB) or intensity of the pixel that will finally be displayed.
Z-Buffer
Stores the depth value (z) of the closest surface that has been drawn so far at each pixel.
Initialized to the far clipping-plane depth (or +∞) for every pixel.
Both buffers have the same resolution as the final image: one entry per pixel.
2. 🎯 Core Idea
As you render each polygon (or triangle) in the scene, you:
3. ➗ Depth Computation
For a planar polygon, you can compute the depth z at any pixel (x, y) by interpolating from its
vertices:
1. Plane equation:
Ax + By + Cz + D = 0
2. Solve for z :
− Ax − By − D
z(x, y) =
C
3. Scan-line optimization:
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A
z(x + 1, y) = z(x, y) −
C
Between scan lines, y changes by 1, so
B
z(x, y + 1) = z(x, y) −
C
This lets you update depths with additions only, very efficiently.
4. 🔄 Algorithm Outline
text
// Initialization
for each pixel (i, j) do
Zbuffer[i,j] ← +∞
ImageBuffer[i,j] ← background_color
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6. 📈 When to Use
Real-time rendering (games, simulators) where you need fast, per-pixel hidden-surface
removal.
Scenes with arbitrary geometry: Works equally well for triangles, polygons, or even voxel-
based models.
🎯 Takeaway
The Z-Buffer Method trades off a little extra memory (the depth buffer) to get a simple, highly
parallel, and accurate per-pixel hidden-surface test—making it the backbone of virtually all real-
time 3D graphics today.
Let's understand the Scan Line Algorithm for Visible Surface Detection — another important
image-space method, explained in simple and detailed steps.
Instead of checking every pixel like Z-buffer does, it works line-by-line, which can be more efficient
in some cases.
🎯 Core Idea:
1. Go scan line by scan line (i.e., row by row of the screen).
2. For each scan line, find intersections with all polygon edges.
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3. Determine which polygons cover each pixel span on that line.
4. Use depth comparison (z-values) to decide which polygon is visible at each point.
For each edge: x, ymax, 1/m (inverse slope), and polygon ID.
3. PT (Polygon Table)
🔁 Step-by-Step Algorithm:
Step 1: Initialization
Set up Z-buffer and Image buffer (if needed).
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Use polygon plane equation to compute depth z(x).
vbnet
Ax + By + Cz + D = 0
Solve for z:
mathematica
These can be updated using only additions, making the algorithm faster.
✅ Advantages
Feature Description
Efficient for polygons Especially when many polygons overlap only partially
Fewer comparisons Only polygons intersecting the current scan line are considered
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❌ Limitations
Limitation Description
Not suitable for curves or fine textures Works best with flat polygons
📌 Summary Table
Feature Scan Line Algorithm
Would you like a step-by-step example with polygon edges, or a visual diagram showing how
scan lines and AET work?
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