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Polygons in Computer Graphics Technology

The document outlines polygon clipping and filling techniques, including the Sutherland-Hodgman and Weiler-Atherton algorithms, which handle different types of polygons and their intersections. It discusses the process of filling polygons using scan filling and boundary-fill algorithms, addressing issues such as handling edges and vertices. Additionally, it introduces homework #2, which involves modifying previous work to incorporate polygon clipping and display techniques.

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Pratham Bihani
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0% found this document useful (0 votes)
12 views39 pages

Polygons in Computer Graphics Technology

The document outlines polygon clipping and filling techniques, including the Sutherland-Hodgman and Weiler-Atherton algorithms, which handle different types of polygons and their intersections. It discusses the process of filling polygons using scan filling and boundary-fill algorithms, addressing issues such as handling edges and vertices. Additionally, it introduces homework #2, which involves modifying previous work to incorporate polygon clipping and display techniques.

Uploaded by

Pratham Bihani
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Outline

• Polygon clipping
– Sutherland-Hodgman,
– Weiler-Atherton
• Polygon filling
– Scan filling polygons
– Flood filling polygons
• Introduction and discussion of homework #2
Polygon

• Ordered set of vertices (points)


– Usually counter-clockwise
• Two consecutive vertices define an edge
• Left side of edge is inside
• Right side is outside
• Last vertex implicitly connected to first
• In 3D vertices are co-planar
Polygon Clipping
• Lots of different cases
• Issues
– Edges of polygon need
to be tested against
clipping rectangle
– May need to add new edges
– Edges discarded or divided
– Multiple polygons can result
from a single polygon
The Sutherland-Hodgman
Polygon-Clipping Algorithm
• Divide and Conquer
• Idea:
– Clip single polygon using
single infinite clip edge
– Repeat 4 times
• Note the generality:
– 2D convex n-gons can clip
arbitrary n-gons
– 3D convex polyhedra can
clip arbitrary polyhedra
Sutherland-Hodgman Algorithm
• Input:
– v1, v2, … vn the vertices defining the polygon
– Single infinite clip edge w/ inside/outside info
• Output:
– v’1, v’2, … v’m, vertices of the clipped polygon
• Do this 4 (or ne) times
• Traverse vertices (edges)
• Add vertices one-at-a-time to output polygon
– Use inside/outside info
– Edge intersections
Sutherland-Hodgman Algorithm
• Can be done incrementally
• If first point inside add. If outside, don’t add
• Move around polygon from v1 to vn and back to v1
• Check vi,vi+1 wrt the clip edge
• Need vi,vi+1‘s inside/outside status
• Add vertex one at a time. There are 4 cases:
Sutherland-Hodgman Algorithm
Sutherland-Hodgman Algorithm
Sutherland-Hodgman Algorithm
Final Result

Note: Edges
XY and ZW!
Issues with Sutherland-
Hodgman Algorithm
• Clipping a concave polygon
• Can produce two CONNECTED areas
Weiler-Atherton Algorithm
• General clipping algorithm for concave
polygons with holes
• Produces multiple polygons (with holes)
• Make linked list data structure
• Traverse to make new polygon(s)
Weiler-Atherton Algorithm
• Given polygons A and B as linked list of
vertices (counter-clockwise order)
• Find all edge intersections & place in list
• Insert as “intersection” nodes
• Nodes point to A & B
• Determine in/out
status of vertices
Intersection Special Cases

• If “intersecting” edges are parallel, ignore


• Intersection point is a vertex
– Vertex of A lies on a vertex or edge of B
– Edge of A runs through a vertex of B
– Replace vertex with an intersection node
Weiler-Atherton Algorithm:
Union
• Find a vertex of A outside of B
• Traverse linked list
• At each intersection point switch to
other polygon
• Do until return to starting vertex
• All visited vertices and nodes define
union’ed polygon
Weiler-Atherton Algorithm:
Intersection
• Start at intersection point
– If connected to an “inside” vertex, go there
– Else step to an intersection point
– If neither, stop
• Traverse linked list
• At each intersection point switch to other
polygon and remove intersection point from list
• Do until return to starting intersection point
• If intersection list not empty, pick another one
• All visited vertices and nodes define and’ed
polygon
Boolean Special Cases
If polygons don’t intersect
– Union
• If one inside the other, return polygon that
surrounds the other
• Else, return both polygons
– Intersection
• If one inside the other, return polygon inside
the other
• Else, return no polygons
Point P Inside a Polygon?
• Connect P with another point P` that you know is
outside polygon
• Intersect segment PP` with polygon edges
• Watch out for vertices!
• If # intersections is even (or 0)  Outside
• If odd  Inside
Edge clipping
• Re-use line clipping from HW1
– Similar triangles method
– Cyrus-Beck line clipping
• Yet another technique
Intersecting Two Edges (1)
• Edge 0 : (P0,P1)
• Edge 2 : (P2,P3)
• E0 = P0 + t0(P1-P0) D0  (P1-P0)
• E2 = P2 + t2(P3-P2) D2  (P3-P2)
• P0 + t0D0 = P2 + t2D2
• x0 +dx0  t0 = x2 +dx2  t2
• y0 +dy0  t0 = y2 +dy2  t2
Intersecting Two Edges (2)
• Solve for t’s
• t0 = ((x0 - x2)  dy2+ (y2 - y0)  dx2) /
(dy0  dx2- dx0  dy2)
• t2 = ((x2 - x0)  dy0+ (y0 - y2)  dx0) /
(dy2  dx0- dx2  dy0)
• See http://www.vb-helper.com/howto_intersect_lines.html
for derivation
• Edges intersect if 0  t0,t2  1
• Edges are parallel if denominator = 0
Filling Primitives: Rectangles,
Polygons & Circles
• Two part process
– Which pixels to fill?
– What values to fill them with?
• Idea: Coherence
– Spatial: pixels are the
same from pixel-to-pixel
and scan-line to scan line;
– Span: all pixels on a span get the same value
– Scan-line: consecutive scan lines are the same
– Edge: pixels are the same along edges
Scan Filling Primitives:
Rectangles
• Easy algorithm
– Fill from xmin to xmax
Fill from ymin to ymax
• Issues
– What if two adjacent
rectangles share an edge?
– Color the boundary pixels twice?
– Rules:
• Color only interior pixels
• Color left and bottom edges
Scan Filling Primitives:
Polygons
• Observe:
– FA, DC intersections
are integer
– FE, ED intersections
are not integer
• For each scan line,
how to figure out
which pixels are
inside the polygon?
Scan Filling Polygons
• Idea #1: use midpoint
algo on each edge, fill
in between extrema
points
• Note: many extrema
pixels lie outside the
polygon
• Why: midpoint algo
has no sense of in/out
Scan Filling Polygons
• Idea #2: draw pixels only strictly inside
– Find intersections of
scan line with edges
– Sort intersections by
increasing x coordinate
– Fill pixels on inside
based on a parity bit
• Bp initially even (off)
• Invert at each intersect
• Draw with odd,
do not draw when even
Scan Filling Polygons
• Issues with Idea #2:
– If at a fractional x value, how to pick which
pixels are in interior?
– Intersections at integer vertex coordinates?
– Shared vertices?
– Vertices that define a horizontal edge?
How to handle vertices?
• Problem:
1 1 Y1
– vertices are counted twice 2
1 2 1 Y2
• Solution: 1

– If both neighboring vertices are


on the same side of the scan
line, don’t count it
– If both neighboring vertices are 1 1 Y1
2
on different sides of a scan 1 1 1 Y2
line, count it once 1

– Compare current y value with y


value of neighboring vertices
How to handle horizontal edges?
• Idea: don’t count their vertices
• Apply open and closed status
to vertices to other edges
– ymin vertex closed
– ymax vertex is open
• On AB, A is at ymin for JA; AB
does not contribute, Bp is odd
and draw AB
• Edge BC has ymin at B, but AB
does not contribute, Bp
becomes even and drawing
stops
How to handle horizontal edges?
• Start drawing at IJ
(Bp becomes odd).
• C is ymax (open) for BC.
Bp doesn’t change.
• Ignore CD. D is ymin (closed)
for DE. Bp becomes even.
Stop drawing.
• I is ymax (open) for IJ. No
drawing.
• Ignore IH. H is ymin (closed)
for GH. Bp becomes odd.
Draw to FE.
• Ignore GF. No drawing
Polygon Filling Algorithm
• For each polygon
– For each edge, mark each scan-line that the edge
crosses by examining its ymin and ymax
• If edge is horizontal, ignore it
• If ymax on scan-line, ignore it
• If ymin <= y < ymax add edge to scan-line y‘s edge list
– For each scan-line between polygon’s ymin and ymax
• Calculate intersections with edges on list
• Sort intersections in x
• Perform parity-bit scan-line filling
• Check for double intersection special case
– Clear scan-lines’ edge list
How to handle slivers?
• When the scan area does
not have an “interior”
• Solution: use anti-aliasing
• But, to do so will require
softening the rules about
drawing only interior
pixels
Scan-Filling a Polygon
Scan Filling Curved Objects
• Hard in general case
• Easier for circles and
ellipses.
• Use midpoint Alg to
generate boundary points.
• Fill in horizontal pixel spans
• Use symmetry
Boundary-Fill Algorithm
• Start with some
internal point (x,y)
• Color it
• Check neighbors for
filled or border color
• Color neighbors if OK
• Continue recursively
4 Connected Boundary-Fill Alg
Void BoundaryFill4( int x, int y, int fill,
int bnd)
{
If Color(x,y) != fill and Color(x,y) != bnd
{
SetColor(x,y) = fill;
BoundaryFill4(x+1, y, fill, bnd);
BoundaryFill4(x, y +1, fill, bnd);
BoundaryFill4(x-1, y, fill, bnd);
BoundaryFill4(x, y -1, fill, bnd);
}
}
Boundary-Fill Algorithm
• Issues with recursive boundary-fill algorithm:
– May make mistakes if parts of the space already filled
with the Fill color
– Requires very big stack size

• More efficient algorithms


– First color contiguous span along one scan line
– Only stack beginning positions of neighboring scan
lines
Course Status
So far everything straight lines!
• How to model 2D curved objects?
– Representation
• Circles
• Types of 2D Curves
• Parametric Cubic Curves
• Bézier Curves, (non)uniform, (non)rational
• NURBS
– Drawing of 2D Curves
• Line drawing algorithms for complex curves
• DeCasteljeau, Subdivision, De Boor
Homework #2
• Modify homework #1
• Add “moveto” and “lineto” commands
• They define closed polygons
• Clip polygons against window with
Sutherland-Hodgman algorithm
• Display edges with HW1 line-drawing
code

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