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module 3 cgi revision

The document details Module 3 of a computer graphics course, focusing on Clipping and Projections. It covers topics such as Window to Viewport Transformation, Clipping types and algorithms (Cohen-Sutherland and Sutherland-Hodgeman), 3D Viewing Pipeline, and Visible Surface Detection Algorithms. Each section provides explanations, formulas, and examples to clarify the concepts.

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boxabhi2
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0% found this document useful (0 votes)
4 views

module 3 cgi revision

The document details Module 3 of a computer graphics course, focusing on Clipping and Projections. It covers topics such as Window to Viewport Transformation, Clipping types and algorithms (Cohen-Sutherland and Sutherland-Hodgeman), 3D Viewing Pipeline, and Visible Surface Detection Algorithms. Each section provides explanations, formulas, and examples to clarify the concepts.

Uploaded by

boxabhi2
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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module 3 cgi

M3- CST304-Ktunotes.in (2).pdf


PDF

completely analyse the notes and answer me when i ask


questions

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

Scaling and translation

Matrix representation

2. Clipping

Types: Point, Line, Polygon, Text, Curve

Cohen-Sutherland Line Clipping Algorithm

Sutherland-Hodgeman Polygon Clipping Algorithm

3. 3D Viewing Pipeline

Modeling transformation

Viewing transformation

Projection transformation

Normalization & Clipping

Viewport transformation

4. Projections

Parallel (Orthographic & Oblique)

Perspective

5. Visible Surface Detection Algorithms

Object-space and image-space methods

Depth Buffer (Z-Buffer) Algorithm

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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?

explain window to view port transformation

✅ Window to Viewport Transformation – Explained Clearly


Window to Viewport Transformation is a key concept in 2D computer graphics. It is the process of
mapping coordinates from a "world coordinate system" (Window) to a device coordinate system
(Viewport), so that what we want to display appears correctly on screen.

🧭 Why Do We Need It?


In graphics, we often design scenes in a virtual space (world coordinates).

But when it's time to show them on a screen, we need to map those to device-specific
coordinates (e.g., pixels).

This transformation preserves the relative positions and shapes of objects.

🪟 What is a Window?
A rectangular region in the world coordinate system.

It defines “what” part of the scene we want to display.

Defined by: xwmin , xwmax , ywmin , ywmax

🖥️ What is a Viewport?
A rectangular region on the display device (like monitor screen).

It defines “where” the selected part (window) is shown on the device.

Defined by: xvmin , xvmax , yvmin , yvmax

📐 The Transformation Formula:


To convert any point (xw, yw) from window to (xv, yv) in viewport:

ini

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xv = xvmin + (xw - xwmin) * Sx
yv = yvmin + (yw - ywmin) * Sy

Where:

ini

Sx = (xvmax - xvmin) / (xwmax - xwmin)


Sy = (yvmax - yvmin) / (ywmax - ywmin)

✅ This formula scales and translates the coordinates correctly from one space to another.

🔄 Step-by-Step Transformation (Matrix Form):


1. Translate window to origin
Tx = -xwmin, Ty = -ywmin

2. Scale to match window size to viewport


Sx = (xvmax - xvmin)/(xwmax - xwmin)
Sy = (yvmax - yvmin)/(ywmax - ywmin)

3. Translate to viewport position on screen


Tx = xvmin, Ty = yvmin

All combined in matrix:


VT = T1 * S * T
Where T is initial translation, S is scaling, T1 is final translation.

📝 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.

Would you like a visual diagram to help understand this better?

explain clipping,and clip window, application and its types in


detail in simple word

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.

🖼️ What is a Clip Window?


A clip window is a boundary box (usually rectangular) that defines the area we want to show.

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.

📸 Real-Life Example (to understand better):


Imagine you're taking a photo using a camera:

You can see only what's inside the camera frame.

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Things outside the frame are not captured — this is clipping.

🧠 Why is Clipping Important? (Applications)


1. ✅ Focusing on a region: You can zoom into or display only a part of the scene.
2. 🎨 Editing: In drawing or photo apps, you can clip part of an image to copy or delete it.

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.

5. 🕹️ 3D rendering: Helps hide parts of objects that shouldn't be visible.

🧩 Types of Clipping (Based on What You're Clipping)


1. Point Clipping

Checks if a single point (x, y) lies inside the clip window.

If yes, keep it; otherwise, discard it.

2. Line Clipping

Deals with lines.

If the whole line is inside: show it.

If completely outside: discard.

If partially inside: calculate intersection points and show the visible part.

3. Polygon Clipping

Deals with closed shapes (polygons).

More complex because multiple parts may be inside or outside.

Needs algorithms like Sutherland-Hodgeman to handle clipping properly.

4. Text Clipping

Used when text overflows outside the display area.

Clipping hides part of the text that goes outside the boundary.

5. Curve Clipping

Similar to line clipping, but for curves or circles.

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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?

Cohen Sutherland Line Clipping Algorithm, explain in detail

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.

🧠 Goal of the Algorithm:


To clip a line (cut off parts) so that only the visible portion inside a rectangular clip window is
displayed.

📦 Clip Window:
We define the rectangular clipping region using four values:

xmin , xmax : left and right sides

ymin , ymax : bottom and top sides

🧾 Step 1: Assign Region Codes (Outcodes)


The algorithm divides the space into 9 regions using 4 bits for each endpoint of a line.

Each bit represents a direction relative to the clip window:

pgsql

Bit 4 (Top) = 1 if point is above the window


Bit 3 (Bottom) = 1 if point is below the window
Bit 2 (Right) = 1 if point is to the right of the window
Bit 1 (Left) = 1 if point is to the left of the window

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So, the region code is a 4-bit binary code: TBRL

👉 Examples:
Position Code

Inside window 0000

Left of window 0001

Right of window 0010

Below window 0100

Above window 1000

Top-Left 1001

Bottom-Right 0110

etc.

📌 Step 2: Algorithm Steps


Let’s say we have a line with endpoints P1 and P2.

Step A: Compute region codes of both endpoints.

Let’s call them code1 and code2.

Step B: Use the region codes to decide what to do:

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:

Let the line endpoints be:


(x1, y1) and (x2, y2)

Use line equation:

nginx

Slope (m) = (y2 - y1) / (x2 - x1)

Intersection Formulas:

Left boundary: x = xmin


→ y = y1 + m * (xmin - x1)

Right boundary: x = xmax


→ y = y1 + m * (xmax - x1)

Bottom boundary: y = ymin


→ x = x1 + (1/m) * (ymin - y1)

Top boundary: y = ymax


→ x = x1 + (1/m) * (ymax - y1)

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:

xmin = 50, xmax = 80

ymin = 10, ymax = 40

Step 1:

(40, 15) is to the left of the window → Code = 0001

(75, 45) is above the window → Code = 1000

Step 2:

Not trivially accept or reject → Find intersection points.

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Step 3:

Calculate intersection of the line with the left and top edges.

Result:

Intersection 1: (50, 23.57)

Intersection 2: (69.2, 40)


✅ Final visible line is from (50, 23.57) to (69.2, 40)

🔁 Repeat:
You continue this step-by-step clipping until the line is either fully inside (accept) or outside
(reject).

✅ Summary:
Feature Description

Algorithm type Efficient, Region-based

Handles All line cases: inside, outside, partially visible

Uses Region codes (4-bit) and logical operations

Output Clipped line inside the rectangular window

Would you like a diagram or a solved problem with step-by-step calculation for this?

Sutherland-Hodgeman algorithm explain in detail

Absolutely! Let's dive into the Sutherland-Hodgeman Polygon Clipping Algorithm — explained
clearly and in simple terms.

✂️ What is Sutherland-Hodgeman Polygon Clipping Algorithm?


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It is an algorithm used to clip a polygon (cut off parts outside a boundary) against a rectangular
clip window.

🧠 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

At each step, we:

Take the current polygon's edges

Clip them against one boundary

Save the new polygon for the next step

After clipping with all 4 sides, the remaining polygon is what’s visible.

🪟 What It Needs:
A polygon defined by its vertices (points)

A clip window, usually a rectangle

🔁 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):

For each edge (v1 to v2, v2 to v3, ..., vn to v1):


You apply one of these 4 rules based on whether the start and end points are inside or outside the
clip boundary:

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Start Point End Point What To Do

Inside Inside Output the end point

Inside Outside Output the intersection point

Outside Inside Output the intersection + end

Outside Outside Output nothing

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

2. Clip this polygon against right boundary → further clipped

3. Then clip against bottom boundary

4. Finally, clip against top boundary

After all 4 steps, you get the final polygon that fits inside the clip window.

🔧 How are Intersections Calculated?


Same as in line clipping: If a polygon edge crosses the clip boundary, you use linear interpolation to
find the intersection point.

🔐 Important Notes:
It works well for convex polygons.

If the polygon is concave, it may produce incorrect results.

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

1. Clip against left (xmin=2):

Edges from A to B and C to A will be cut

New points will be calculated where edges cross xmin=2

2. Repeat for right, bottom, top

Result: New clipped polygon inside the window.

✅ Summary:
Feature Description

Input Polygon (list of vertices), Clip window

Method Clip polygon one edge at a time

Works best for Convex polygons

May change vertex count Yes

Final Output Clipped polygon inside the clip window

Would you like a step-by-step numerical example with drawing or need help understanding
intersection point calculation?

Three dimensional viewing

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).

📷 Real-Life Analogy – Camera Analogy:


Just like taking a photo with a camera:

1. You position the camera (your viewpoint)

2. You aim it in a direction (orientation)

3. You frame the shot (window/view volume)

4. Finally, you get a 2D photo of the 3D scene

The same steps are followed in 3D computer graphics to show 3D scenes on 2D displays.

🔄 The 3D Viewing Pipeline (Step-by-step process)


Here’s how a 3D object goes from the virtual world to your screen:

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.

This is like saying:


🧍‍♂️ "From where am I looking at the scene?"

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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).

There are two main types:

Parallel projection: For engineering/architectural views (no perspective)

Perspective projection: For realistic views (like human eyes or cameras)

4. Clipping and Normalization


Remove parts of the scene that are outside the camera’s field of view (clip volume).

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.

🗺️ Coordinate Systems Used:


Type Description

Model Coordinates Local coordinates of the object

World Coordinates Global scene coordinates

Viewing Coordinates Viewpoint-relative coordinates

Projection Plane 2D plane where 3D objects are projected

Normalized Device Coords Standardized -1 to 1 coordinates

Device Coordinates Pixel positions on the screen

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🧠 Summary:
Stage Purpose

Modeling Define 3D shapes

Viewing Set camera/view direction

Projection Convert 3D to 2D

Clipping & Normalization Keep only what’s visible

Viewport Transformation Map to screen

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.

🧭 What are Viewing Coordinates?


Viewing coordinates are a special coordinate system that is based on the position and
orientation of the camera (eye) looking at the 3D scene.

You can think of it as:


👉 “How does the world look from the camera’s point of view?”

📷 Real-Life Analogy:
Imagine you're holding a camera and facing a scene:

The camera’s position is the origin of the viewing coordinate system.

The direction you’re facing becomes the z-axis (called zv ).

The horizontal and vertical directions in your view become the xv and yv axes.

15/30
🧱 Viewing Coordinate System Structure:
It is a right-handed coordinate system with:

zv-axis : The direction you’re looking toward (view direction).

xv-axis : Horizontal direction in your view.

yv-axis : Vertical direction in your view.

The viewing plane (like a camera screen) lies in the (xv, yv) plane, perpendicular to zv .

🔄 How do we Get to Viewing Coordinates?


We transform the 3D objects from world coordinates (global positions) into viewing coordinates
using:

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.

📐 Why Use Viewing Coordinates?


To make projection (perspective or parallel) easier.

To separate the camera settings from the scene description.

To allow different camera views of the same 3D world.

📌 Summary Table:

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Feature Description

Purpose Describe scene from the camera’s point of view

Axes xv , yv , zv — define the viewing directions

Viewing Plane Lies in (xv, yv) , perpendicular to zv

Transformation Done using translation and rotation

Next Step Projection to 2D (like a photo of the scene)

Would you like a diagram of the viewing coordinate system or an example transformation from
world to viewing coordinates?

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.

To define the rotation, we use:

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 )

From these, we compute:

u (xv-axis) = VUP × VPN (cross product)

v (yv-axis) = VPN × u

n (zv-axis) = normalized VPN

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
]

✅ 3. Combine Translation and Rotation


The full transformation matrix from world to viewing coordinates is:

ini

V = R × T

So, any world point Pw is converted to viewing point Pv by:

ini

Pv = V × Pw

📌 Summary Table:
Step Action Purpose

Translation Move VRP to origin Camera becomes the new origin

Rotation Align axes (u, v, n) Set view direction and orientation

Matrix Used V = R × T Used to transform world to view

🧠 Why Do This?
To make projection (to 2D) easy.

To describe everything from the camera's point of view.

To prepare for clipping and rendering.

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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.

The center of projection is at infinity.

No perspective effect (objects don't appear smaller as they go far).

Preserves size and shape → used in engineering/CAD drawings.

🔹 Subtypes:
Orthographic: Projectors are perpendicular to the view plane.

Oblique: Projectors are angled to the view plane.

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2. Perspective Projection
Projectors meet at a single point (center of projection).

Mimics human vision or a real camera.

Objects farther appear smaller → gives realistic depth.

Distorts size but gives a natural appearance.

🔹 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

Projector lines Parallel Converge to a single point

Center of Projection At Infinity Finite position (camera)

Size Preservation Yes No (objects farther look smaller)

Realism Low (no depth illusion) High (real-world effect)

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Feature Parallel Projection Perspective Projection

Used In Engineering, CAD Games, simulations, movies

🎯 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?

Visible Surface Detection Algorithms object-space


methods and image-space methods,

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.

🎯 What Is Visible Surface Detection?


In 3D scenes, many surfaces may overlap or hide behind each other from the viewer’s point of
view.

Visible Surface Detection is the process of finding which parts of the objects are visible on
screen, and removing hidden surfaces.

🧩 Two Main Types of Methods:


🧱 1. Object-Space Methods
These work at the object level — by comparing objects and their surfaces directly.

✅ 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.

Works using geometry and math.

🔍 Example:
Back-Face Detection Algorithm

It removes polygons facing away from the camera.

🧠 Characteristics:
Feature Details

Works on 3D object definitions

Resolution independent Yes

Accuracy High

Speed Slower for large scenes

Best for Small, simple scenes

Example Back-face culling

🖼️ 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.

That surface is drawn; others are discarded.

🔍 Example:
Z-Buffer (Depth Buffer) Algorithm

Stores depth value (z) for each pixel.

Compares z-values to decide what to display.

🧠 Characteristics:
Feature Details

Works on 2D screen (pixels)

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Feature Details

Resolution dependent Yes

Accuracy Limited by screen resolution

Speed Faster for complex scenes

Best for Games, realistic rendering

Example Z-buffer, Scan-line algorithm

🧠 Summary Table:
Feature Object-Space Image-Space

Works on 3D geometry (objects/surfaces) 2D screen pixels

Accuracy High Depends on resolution

Speed Slower for large scenes Faster for dense/complex scenes

Resolution Dependency No Yes

Use Case Simple, few objects Games, rendering engines

Example Algorithm Back-Face Detection Z-Buffer, Scanline

Would you like a diagram to visualize this difference or a step-by-step of the Z-buffer method next?

Visible Surface Detection Algorithms –


Depth-Buffer Method
Depth-Buffer Method (Z-Buffer Method)

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:

1. Rasterize it into its covered pixels.

2. Compute the depth z of the polygon at each pixel.

3. Compare that depth to the current value in the Z-buffer:

If new z < stored z (i.e. this polygon is closer), you:

Update the Z-buffer at that pixel to the new z.

Write the polygon’s color into the Image Buffer.

Otherwise, discard (this polygon is hidden by something closer).

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:

Along a scan line (constant y ), as x increments by 1,


A

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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

// For each polygon in the scene:


for each polygon P do
// Rasterize P into spans or pixels
for each pixel (i, j) covered by P do
compute zₚ ← depth of P at (i, j)
if zₚ < Zbuffer[i,j] then
Zbuffer[i,j] ← zₚ
ImageBuffer[i,j] ← color of P at (i, j)

5. ✅ Advantages & Limitations


Aspect Details

Accuracy Pixel-precise; independent of object complexity

Performance O(Npolygons × pixels per polygon()—highly parallelizable


Memory Needs an extra buffer of the same size as the image

Resolution-dependence Limited by the image resolution; aliasing possible without antialiasing

Dynamic Scenes Handles moving objects easily—just clear & re-rasterize

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6. 📈 When to Use
Real-time rendering (games, simulators) where you need fast, per-pixel hidden-surface
removal.

Hardware acceleration: GPUs implement Z-buffers in silicon for blazing speed.

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.

Visible Surface Detection Algorithms –


Scan line Algorithm

Let's understand the Scan Line Algorithm for Visible Surface Detection — another important
image-space method, explained in simple and detailed steps.

🧠 What Is the Scan Line Algorithm?


The Scan Line Algorithm determines which polygon surface is visible at each point on each
horizontal line (called a scan line) of the screen.

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.

📦 Data Structures Used:


1. ET (Edge Table)

Stores all edges sorted by their starting y-coordinate.

For each edge: x, ymax, 1/m (inverse slope), and polygon ID.

2. AET (Active Edge Table)

Stores edges currently active at the scan line being processed.

Updated each time the scan line moves down.

3. PT (Polygon Table)

Stores polygon properties like:

Plane equation coefficients (A, B, C, D)

Color or shading info

Flag (IN/OUT for active status)

🔁 Step-by-Step Algorithm:
Step 1: Initialization
Set up Z-buffer and Image buffer (if needed).

Build the Edge Table (ET) and Polygon Table (PT).

Set scan line y = ymin of the window.

Step 2: For each scan line y do:


1. Update AET:

Add edges that start at y from ET.

Remove edges that end at y from AET.

2. Sort AET by x-coordinates of intersections.

3. For each span (between pairs of x-values):

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Use polygon plane equation to compute depth z(x).

Find polygon with minimum z (closest to viewer).

Set pixel color for that span to that polygon’s color.

4. Update x-intersections in AET for next scan line:

x = x + 1/m for each edge

5. Increment scan line (y++) and repeat.

🧮 Depth Calculation (like Z-buffer):


Plane equation of polygon:

vbnet

Ax + By + Cz + D = 0

Solve for z:

mathematica

z(x, y) = (-A*x - B*y - D) / C

To move efficiently along the scan line:

As x increments: z(x+1, y) = z(x, y) - A/C

As y increments: z(x, y+1) = z(x, y) - B/C

These can be updated using only additions, making the algorithm faster.

✅ Advantages
Feature Description

Efficient for polygons Especially when many polygons overlap only partially

Span-based Reduces unnecessary per-pixel checks

Fewer comparisons Only polygons intersecting the current scan line are considered

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❌ Limitations
Limitation Description

Cannot handle intersecting or cyclic surfaces May give wrong results

Complicated to implement Needs edge sorting and multiple tables

Not suitable for curves or fine textures Works best with flat polygons

📌 Summary Table
Feature Scan Line Algorithm

Works on One scan line (row) at a time

Best suited for Polygon surfaces

Depth comparison Uses plane equations for z-values

Memory efficient More than Z-buffer in some cases

Use case Rasterization, CAD, polygon rendering

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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