Chapter VI
Chapter VI
The primary use of clipping in computer graphics is to remove objects, lines, or line
segments that are outside the viewing pane. The viewing transformation is insensitive
to the position of points relative to the viewing volume − especially those points behind
the viewer − and it is necessary to remove these points before generating the view.
Point Clipping
Clipping a point from a given window is very easy. Consider the following figure, where
the rectangle indicates the window. Point clipping tells us whether the given
point X,YX,Y is within the given window or not; and decides whether we will use the
minimum and maximum coordinates of the window.
The X-coordinate of the given point is inside the window, if X lies in between Wx1 ≤ X ≤
Wx2. Same way, Y coordinate of the given point is inside the window, if Y lies in
between Wy1 ≤ Y ≤ Wy2.
Line Clipping
The concept of line clipping is same as point clipping. In line clipping, we will cut the
portion of line which is outside of window and keep only the portion that is inside the
window.
We will use 4-bits to divide the entire region. These 4 bits represent the Top, Bottom,
Right, and Left of the region as shown in the following figure. Here,
the TOP and LEFT bit is set to 1 because it is the TOP-LEFT corner.
Algorithm
Step 1 − Assign a region code for each endpoints.
Step 2 − If both endpoints have a region code 0000 then accept this line.
Step 3 − Else, perform the logical ANDoperation for both region codes.
Step 3.1 − If the result is not 0000, then reject the line.
Step 3.2 − Else you need clipping.
Step 3.2.1 − Choose an endpoint of the line that is outside the window.
Step 3.2.2 − Find the intersection point at the window
boundary baseonregioncodebaseonregioncode.
Step 3.2.3 − Replace endpoint with the intersection point and update the region code.
Step 3.2.4 − Repeat step 2 until we find a clipped line either trivially accepted or
trivially rejected.
Step 4 − Repeat step 1 for other lines.
Ni ≠ 0 errorcannothappenerrorcannothappen
D ≠ 0 (P1 ≠ P0)
Ni∙D ≠ 0 (P0P1 not parallel to Ei)
Polygon
Clipping SutherlandHodgmanAlgorithmSutherlandHodgm
anAlgorithm
A polygon can also be clipped by specifying the clipping window. Sutherland
Hodgeman polygon clipping algorithm is used for polygon clipping. In this algorithm, all
the vertices of the polygon are clipped against each edge of the clipping window.
First the polygon is clipped against the left edge of the polygon window to get new
vertices of the polygon. These new vertices are used to clip the polygon against right
edge, top edge, bottom edge, of the clipping window as shown in the following figure.
This clipping method is based on characters rather than entire string. In this method if
the string is entirely inside the clipping window, then we keep it. If it is partially outside
the window, then −
You reject only the portion of the string being outside
If the character is on the boundary of the clipping window, then we discard that
entire character and keep the rest string.
The following figure shows text clipping −
This clipping method is based on characters rather than the entire string. In this
method if the string is entirely inside the clipping window, then we keep it. If it is
partially outside the window, then
You reject only the portion of string being outside.
If the character is on the boundary of the clipping window, then we discard only
that portion of character that is outside of the clipping window.
Bitmap Graphics
A bitmap is a collection of pixels that describes an image. It is a type of computer
graphics that the computer uses to store and display pictures. In this type of graphics,
images are stored bit by bit and hence it is named Bit-map graphics. For better
understanding let us consider the following example where we draw a smiley face
using bit-map graphics.
Now we will see how this smiley face is stored bit by bit in computer graphics.
By observing the original smiley face closely, we can see that there are two blue lines
which are represented as B1, B2 and E1, E2 in the above figure.
In the same way, the smiley is represented using the combination bits of A4, B5, C6,
D6, E5, and F4 respectively.
The main disadvantages of bitmap graphics are −
We cannot resize the bitmap image. If you try to resize, the pixels get blurred.
Colored bitmaps can be very large.