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Lecture 4
Graphical primitives
Rasterization: algorithmic approach
Rasterization: geometric approach
2D discrete lines, triangles
Discrete planes
3D discrete lines
Meshes of triangles
Graphical primitives in OpenGL
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Main elements of vector model
Lines Polylines,
polygons Curves Text
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Main elements of vector model
Lines Polylines,
polygons (simple, regular)
Curves Text
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Main elements of vector model
Lines Polylines,
polygons (simple, regular)
Curves Text
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Main elements of vector model
Lines Polylines,
polygons (simple, regular)
Curves Text
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Main elements of vector model
Lines Polylines, polygons (simple, regular) Curves
are represented by their coordinates
(x1,y1), (x2,y2), …, (xn,yn)
Coordinate system: origin, orientation of the axes, units
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Main elements of vector model
Attributes:
Color Thickness Line Style Fill Style Text Font/Style
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Main elements of vector model
Attributes:
Color Thickness Line Style Fill Style Text Font/Style
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Main elements of raster model
Pixels/voxels
pixel = picture element voxel = volume element
Represented as a bitmap
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Main elements of mixed model
Lines, curves, text are rasterized
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Main elements of mixed model
Lines, curves, text are rasterized
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Approaches to rasterization: Algorithmic Approach
Developing algorithms for the main geometrical primitives
Line segment Circle Curve Filled area
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Approaches: Algorithmic Approach. Deficiencies
It is difficult to determine whether a pixel belongs to an object
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Approaches: Algorithmic Approach. Deficiencies
It is difficult to determine the intersection of two objects
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Approaches: Algorithmic Approach. Deficiencies
In some cases the quality of the picture is not satisfactory
Algorithm
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Approaches: Algorithmic Approach. Deficiencies
In some cases the quality of the picture is not satisfactory
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Approaches: Algorithmic Approach. Deficiencies
In some cases the quality of the picture is not satisfactory
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Approaches: Geometric Approach.
Objectives of the Geometric Approach: Developing a relevant discrete counterpart of the
analytical geometry (Discrete Analytical Geometry). Developing efficient algorithms for generation of the
basic primitives of the discrete analytical geometry.
Advantages: Makes up the deficiencies of the algorithmic
approach. Exact arithmetic. Raising the computational efficiency of some
algorithms. Data compression.
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Approaches: Geometric Approach. Difficulties
The intersection of two discrete lines may be 0, 1, or infinitely many points.
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Approaches: Geometric Approach. Difficulties
The objects have thickness.
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Approaches: Geometric Approach. Difficulties
In 3D the things become much more complex.The intersection of two planes is not a line. It may be even a
disconnected set.
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Basic Definitions. Coordinate Systems, Pixels, Voxels
Def. 2D Coordinate system Only the integer points are included.
Pixels are unit squares centered about the integer points.
Voxels are unit cubes centered about the integer points.
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Basic Definitions. Discrete Adjacency
Def. 2D adjacency Let P1 and P2 be two pixels. They are
8-adjacent, if they share a vertex or an edge
4-adjacent, if they share an edge.
Remark: 4-adjacent pixels are also 8-adjacent.
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Basic Definitions. Discrete Adjacency
Def. 3D adjacency Let V1 and V2 be two voxels. They are 26-adjacent, if they share a vertex, an edge or a side. 18-adjacent, if they share an edge or a vertex. 6-adjacent, if they share a side.
Remark: The 6-adjacent voxels are also 18- and 26-adjacent and the 18-adjacent voxels are also 26-adjacent.
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Basic Definitions. 2D Lines
Def. 2D arithmetic line L(a,b, µ,w) is a set of pixels (x,y) satisfying the conditions
0 ax + by + µ < w
w - arithmetical thicknessµ - internal translation
constant
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Basic Definitions. 2D Lines
0 ax + by + µ < w0 3x - 5y < 5
x | y x | y------- --------0 | 0 8 | 4 1 | 0 9 | 52 | 1 10 | 63 | 1 11 | 64 | 2 12 | 75 | 3 13 | 7 6 | 3 14 | 87 | 4
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Basic Definitions. 2D Lines
0 3x - 5y < 5Let P = 3x - 5y
x | y | P x | y | P---------- ----------0 | 0 | 0 8 | 4 | 4
1 | 0 | 3 9 | 5 | 22 | 1 | 1 10 | 6 | 03 | 1 | 4 11 | 6 | 34 | 2 | 2 12 | 7 | 15 | 3 | 0 13 | 7 | 46 | 3 | 3 14 | 8 | 27 | 4 | 1
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Basic Definitions. Types of 2D Lines
If w<max(|a|, |b|): disconnected
If w=max(|a|, |b|): naïve
If w=|a|+|b|: standard
If w>|a|+|b|: thick
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Basic Definitions. Types of 2D Lines
If w<max(|a|, |b|): disconnected
If w=max(|a|, |b|): naïve
If w=|a|+|b|: standard
If w>|a|+|b|: thick
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Basic Definitions. Types of 2D Lines
If w<max(|a|, |b|): disconnected
If w=max(|a|, |b|): naïve
If w=|a|+|b|: standard
If w>|a|+|b|: thick
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Basic Definitions. Types of 2D Lines
If w<max(|a|, |b|): disconnected
If w=max(|a|, |b|): naïve
If w=|a|+|b|: standard
If w>|a|+|b|: thick
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Basic Definitions. Tunnels in 2D Lines
A line L (a,b,µ,w) has an k-tunnel, if there exist two k-adjacent pixels A and B, such that
axA+byA+µ<0 and
axB+byB+µw
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Basic Definitions. Bresenham Line
Bresenham line corresponding to the Euclidean line
ax + by + c = 0 is
0 ax + by + c+[w/2] < w,
where w=max(|a|, |b|)
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Discrete Triangles
Problems:
Def.: Let A, B, C be given.
Border: union of the Bresenham lines AB, BC, CA
Interior: All the integer points, belonging to the Euclidean triangle ABC, which do not belong to the border.
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Discrete Planes
Def. Discrete plane P(a,b,c,µ,w) is a set of voxels (x,y,z) satisfying the conditions
0 ax + by + cz + c < w
w - arithmetical thicknessµ - internal translation constant
Naïve plane: w=max(|a|, |b|, |c|}
Standard plane: w=|a|+|b|+|c|
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Discrete Planes
Def. Discrete plane P(a,b,c,µ,w) is a set of voxels (x,y,z) satisfying the conditions
0 ax + by + cz + c < w
w - arithmetical thicknessµ - internal translation constant
Naïve plane: w=max(|a|, |b|, |c|}
Standard plane: w=|a|+|b|+|c|
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Discrete Planes
Def. A plane P has a k-tunnel (n=6,18,26) if there exist two k-adjacent voxels A and B such that
axA + byA + czA + µ <0
and
axB + byB + czB + µ w
Tunnel-free is equivalent to 26-tunnel-free.
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Functionality
Def. A plane P is functional on a coordinate plane, e.g. Oxy, if for any voxel (x,y) from Oxy there is exactly one voxel belonging to P. The plane Oxy is called functional coordinate plane for P.
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3D Lines
Def. A 3D discrete line is defined as an intersection of two discrete planes.
0 - cx + az + µ < w
0 - cy + bz + µ’ < w’
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Graphical Primitives in OpenGL
OpenGL uses primitives to draw all the vector primitives that we studied: points, lines, polygons, rectangles, etc.
2D and 3D Remark: For 3D primitives we have to call projection
function, e.g. glOrtho as in the example of drawing triangle. All functions for drawing primitives start with
glBegin( PRIMITIVE_NAME ) and end with
glEnd().
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Graphical Primitives in OpenGL
Example: The following fragment draws one 3D point.
glBegin( GL_POINTS ); glVertex3f( 0.2, 0.4, 0.3 );glEnd();
Example: The following fragment draws four 3D point.
glBegin( GL_POINTS ); glVertex3f( 0.1, 0.1, 0 );
glVertex3f( 0.1, 0.5, 0 );glVertex3f( 0.5, 0.5, 0 );glVertex3f( 0.5, 0.1, 0 );
glEnd();
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Graphical Primitives in OpenGL
Example: The following fragment draws a square.
glColor3f( 1.0, 0.0, 0.0 );glBegin( GL_POLYGON ); glVertex3f( 0.1, 0.1, 0 );
glVertex3f( 0.1, 0.5, 0 );glVertex3f( 0.5, 0.5, 0 );glVertex3f( 0.5, 0.1, 0 );
glEnd();
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Graphical Primitives in OpenGL
Z-coordinate is zero. We can skip it.
glColor3f( 1.0, 0.0, 0.0 );glBegin( GL_POLYGON ); glVertex2f( 0.1, 0.1 );
glVertex2f( 0.1, 0.5 );glVertex2f( 0.5, 0.5 );glVertex2f( 0.5, 0.1 );
glEnd();
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Graphical Primitives in OpenGL
Remark: the order of the vertices is important. The program that we considered will draw the following
window:
My first OpenGL program
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Graphical Primitives in OpenGL
Remark: the order of the vertices is important. The program:
glColor3f( 1.0, 0.0, 0.0 );
glBegin( GL_POLYGON );
glVertex2f( 0.1, 0.5 );
glVertex2f( 0.1, 0.1 );
glVertex2f( 0.5, 0.5 );
glVertex2f( 0.5, 0.1 );
glEnd();My first OpenGL program
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List of the Primitives
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GL_POINTS
glColor3f( 0.0, 0.0, 1.0 );
glBegin(GL_POINTS);
glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.1, 0.2, 0 );
glVertex3f( 0.9, 0.9, 0 );
glVertex3f( 0.9, 0.2, 0 );
glEnd();
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GL_POINTS
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_POINTS); glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.1, 0.2, 0 ); glVertex3f( 0.9, 0.9, 0 );
glVertex3f( 0.9, 0.2, 0 );glEnd();
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GL_LINES: connects two points to form a line. Odd number of vertices: last ignored
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_LINES);
glVertex3f( 0.1, 0.2, 0 ); glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.9, 0.9, 0 ); glVertex3f( 0.9, 0.2, 0 );glEnd();
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GL_LINE_STRIP: draws lines without lifting the pen
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_LINE_STRIP);
glVertex3f( 0.1, 0.2, 0 ); glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.9, 0.9, 0 ); glVertex3f( 0.9, 0.2, 0 );glEnd();
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GL_LINE_LOOP do the same as GL_LINE_STRIP and connect the first and last points
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_LINE_LOOP);
glVertex3f( 0.1, 0.2, 0 ); glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.9, 0.9, 0 ); glVertex3f( 0.9, 0.2, 0 );glEnd();
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GL_TRIANGLES take vertices in groups of three and draw triangles. If the number of Vertices is not divisible by 3, those vertices at the end are ignored.
What will this program fragment draw?
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_TRIANGLES);
glVertex3f( 0.1, 0.9, 0 );glVertex3f( 0.1, 0.2, 0 );
glVertex3f( 0.9, 0.9, 0 );glVertex3f( 0.9, 0.2, 0 );
glEnd();
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GL_TRIANGLE_STRIP also does this with the exception that every vertex after the first three forms a connected triangles( i.e., v0, v1, v2, then v2, v1 and v3, then v2, v3 and v4).
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_TRIANGLE_STRIP);
glVertex3f( 0.1, 0.2, 0.0 );glVertex3f( 0.1, 0.5, 0.0 );
glColor3f ( 1.0, 0.0, 0.0 );glVertex3f( 0.5, 0.5, 0.0 );glVertex3f( 0.5, 0.2, 0.0 );
glEnd();
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GL_TRIANGLE_FAN forms triangles that share the common first vertex.
glColor3f( 0.0, 0.0, 1.0 ); glBegin(GL_TRIANGLE_FAN);
glVertex3f( 0.1, 0.2, 0 );glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.9, 0.5, 0 );glVertex3f( 0.5, 0.2, 0 );
glEnd();
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GL_QUADS takes vertices in-groups of four to draw four-side polygons. If the number of points is not divisible by 4, the last a few points are ignored.
glColor3f( 0.0, 0.0, 1.0 );glBegin(GL_QUADS);
glVertex3f( 0.1, 0.2, 0 );glVertex3f( 0.1, 0.5, 0 );glVertex3f( 0.5 ,0.5,0);glVertex3f( 0.5,0.2, 0 );glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( 0.6,0.2, 0 ); glVertex3f( 0.6,0.6, 0 ); glVertex3f( 0.9,0.6, 0 ); glVertex3f( 0.9,0.2, 0 );glEnd();
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GL_QUADS takes vertices in-groups of four to draw four-side polygons. If the number of points is not divisible by 4, the last a few points are ignored.
GL_QUAD_STRIP draws quads(four sided polygons) using vertices v0, v1, v2, v3 then v4, v5, v6, v7.
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GL_POLYGON draws a polygon with the specified vertices
glColor3f( 0.0, 0.0, 1.0 );
glBegin(GL_POLYGON);
glVertex3f( 0.1, 0.2, 0 );
glVertex3f( 0.1, 0.9, 0 );
glVertex3f( 0.9, 0.9, 0 );
glVertex3f( 0.9, 0.2, 0 );
glEnd();
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Approaches: Algorithmic Approach. Line Segment
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Approaches: Algorithmic Approach. Line Segment
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Approaches: Algorithmic Approach. Line Segment
Back
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Discrete Circles
Approaches:
y=sqrt(r2 – x2) – bad quality of the image
x=r.cos(φ), y=r.sin(φ) – slow
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Discrete Circles
Symmetry: The formula y=sqrt(r2 – x2) is used for the second
octant. The symmetry of the circle is explored
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Discrete Circles
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Discrete Circles
Back
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Approaches: Algorithmic Approach. Deficiencies
for i:= 1 to 200 do
Circle (x, y, i);
Back