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1 Lecture 4 Graphical primitives Rasterization: algorithmic approach Rasterization: geometric...

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1 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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Page 1: 1 Lecture 4 Graphical primitives Rasterization: algorithmic approach Rasterization: geometric approach 2D discrete lines, triangles Discrete planes 3D.

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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


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