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CGR Unit-4

The document discusses concepts related to windowing and clipping in computer graphics, including: - A window defines a rectangular area in world coordinates that selects part of a scene for display. A viewport maps the window onto a display device. - The window-to-viewport transformation maps a 2D scene from world coordinates to device coordinates to display the scene inside the viewport on screen. - Clipping removes objects outside the viewing area, like points behind the viewer. Point and line clipping algorithms determine which portions of points and lines are inside the window to display.

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0% found this document useful (0 votes)
45 views20 pages

CGR Unit-4

The document discusses concepts related to windowing and clipping in computer graphics, including: - A window defines a rectangular area in world coordinates that selects part of a scene for display. A viewport maps the window onto a display device. - The window-to-viewport transformation maps a 2D scene from world coordinates to device coordinates to display the scene inside the viewport on screen. - Clipping removes objects outside the viewing area, like points behind the viewer. Point and line clipping algorithms determine which portions of points and lines are inside the window to display.

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Sanskruti lad
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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K. K.

Wagh Polytechnic, Nashik-3

Unit-4 Windowing & Clipping


Total Marks:14

Prepared By:
Mr. A. A. Patel Khan
K. K. Wagh Polytechnic, Nashik.
Window:

• A world-coordinate area selected for display is called a


window.
• In computer graphics, a window is a graphical control
element.
• It consists of a visual area containing some of the
graphical user interface of the program it belongs to and
is framed by a window decoration.
• A window defines a rectangular area in world
coordinates. You can define the window to be larger
than, the same size as, or smaller than the actual range
of data values, depending on whether you want to show
all of the data or only part of the data.
Viewport:
• An area on a display device to which a window is mapped is called
a viewport.
• A viewport is a polygon viewing region in computer graphics. The
viewport is an area expressed in rendering-device-specific
coordinates, e.g. pixels for screen coordinates, in which the objects
of interest are going to be rendered.
• A viewport defines in normalized coordinates a rectangular area on
the display device where the image of the data appears. You can
have your graph take up the entire display device or show it in only
a portion, say the upper-right part.

Window to viewport transformation:

• Window-to-Viewport transformation is the process of


transforming a two-dimensional, world-coordinate scene
to device coordinates.
• In particular, objects inside the world or clipping window
are mapped to the viewport. The viewport is displayed in
the interface window on the screen.
• In other words, the clipping window is used to select the
part of the scene that is to be displayed. The viewport
then positions the scene on the output device.
Clipping

• 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, 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.
Cohen-Sutherland Line Clipping
This algorithm uses the clipping window as shown in the
following figure. The minimum coordinate for the clipping
region is (XWmin,YWmin) and the maximum coordinate for
the clipping region is (XWmax,YWmax).
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.
There are 3 possibilities for the line −

1 Line can be completely inside the window


(This line should be accepted).
2 Line can be completely outside of the window
(This line will be completely removed from the region).
3 Line can be partially inside the window
(We will find intersection point and draw only that portion
of line that is inside region).
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 (base on region code).
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.
Cyrus-Beck Line Clipping Algorithm
This algorithm is more efficient than Cohen-Sutherland
algorithm. It employs parametric line representation
and simple dot products.

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