0% found this document useful (0 votes)
32 views27 pages

Primitives

Uploaded by

Fitsum Tesfaye
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
0% found this document useful (0 votes)
32 views27 pages

Primitives

Uploaded by

Fitsum Tesfaye
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
You are on page 1/ 27

CAP4730: Computational

Structures in Computer Graphics

2D Basics, Line Drawing, and


Clipping
Chapter 3 Hearn & Baker
Portions obtained from Leonard McMillan’s COMP136
Notes:
www.cs.unc.edu/~mcmillan/comp136/Lecture 6
Definitions
• CG API – Computer Graphics
Application Programming Interface
(OpenGL, DirectX)
• Graphics primitives – functions in the
API that describe picture components
• How could we describe an object?
– Typically focus on object shape
– Define an object’s shape with geometric
primitives
– Span of primitives are defined by the API
– What are some types?
• Lines, Triangles, Quadrics, Conic sections,
Curved surfaces
Two Dimensional Images
• Use Cartesian coordinates +Y
• We label the two axes as
– X (horizontal)
– Y (vertical) Y
• Origin is in the lower left
Axis
• How big is the space?
– So what is the image we see
on a screen?
– We call this space the world
coordinate system
(0,0) X Axis +X
Partition the space into pixels
1. Define a set of points +Y
(vertices) in 2D space.
2. Given a set of vertices, (2,7) (9,7)
draw lines between
consecutive vertices.
3. If you were writing
OpenGL yourself, let’s
(2,1) (9,1)
talk about low level calls
4. What about 2D vs 3D?
+X
Screen Coordinates – references to frame buffer locations

Q: True or Flase: Screen Coordinates == World Coordinates


Pixels
• ?=glSetPixel(?)
• ?=glGetPixel(?)
• Scan line number – y
• Column number – x
Absolute and Relative Coordinate
Specifications
+Y
• Absolute coordinates –
location specified as a
(0,6) (7,0)
relationship to the origin
• Relative coordinates –
location specified as a
relationship to other points
– Good for pen/plotters
– Publishing/layout (2,1) (0,-6)
– Allows for a very object
oriented approach
• For this class we will
always use absolute
coordinates
Specifying a World Coordinate System
in OpenGL
+Y

+X

gluOrtho2D (xmin, xmax, ymin, ymax)


What should our xmin, xmax, ymin,
ymax values be?
Equivalent to the size of the
framebuffer
From
Q: a geometry
What is a pixel?point of view,
A square or aapoint?
pixel is a point. Q: Where is (2,1)?

What is a “pixel”
3

0 1 2 3 4 5
But when we think about images, a pixel is a rectangle.
Q: Where is (2,1)? A. The center of a pixel

0 1 2 3 4
Basic OpenGL Point Structure
• In OpenGL, to specify a point:
– glVertex*();
• In OpenGL, some functions require both a dimensionality and a data
type
– glVertex2i(80,100), glVertex2f(58.9, 90.3)
– glVertex3i(20,20,-5), glVertex3f(-2.2,20.9,20)
• Must put within a ‘glBegin/glEnd’ pair
– glBegin(GL_POINTS);
– glVertex2i(50,50);
– glVertex2i(60,60);
– glVertex2i(60,50);
– glEnd();
• Let’s draw points in our assignment #1
• Next up? Lines
Draw a line from 0,0 to 4,2
How do we choose between 1,0 and 1,1? What would be a good heuristic?

(4,2)
2

(0,0)

0 1 2 3 4
What are lines composed of?
Write glBegin(GL_LINES)
(4,2)
2

(0,0)

0 1 2 3 4
What we are working with
V1: (6,8) V2: (13,8)

V0: (6,2) V3: (13,2)

• We are still dealing with vertices


• Draws a line between every pair of vertices
• glBegin(GL_LINES);
• glVertex2i(6,2);
• glVertex2i(6,8);
• glEnd();
(0,2) Let’s draw a triangle (4,2)

(2,0)
0

0 1 2 3 4
(-0.2,2) Consider a translation (3.8,2)

(1.8,0)
0

0 1 2 3 4
The Ideal Line
(17,8)
What do we want?
• Continuous
appearance
• Uniform
thickness and
brightness (2,2)
• Pixels near the
ideal line are Discretization - converting a continuous signal
“on” into discrete elements.

• Speed Scan Conversion - converting vertex/edges


information into pixel data for display
Slope-Intercept Method
• From algebra: y = mx + b
– m = slope b = y intercept Let’s write some code
class Point
{
public:
int x, y;
int r,g,b;
};
unsigned byte framebuffer[IMAGE_WIDTH*IMAGE_HEIGHT*3];

DrawLine (Point point1, Point point2)


{
}
Slope-Intercept Method
• From algebra: y = mx + b
– m = slope b = y intercept Let’s write some code
DrawLine (Point point1, Point point2){
m=(point2.y-point1.y) / (point2.x-point2.x);
b=point1.y + (-point1.x) * m;
for i=point1.x to point2.x
SetPixel(i , round(m*i+b)), pixel1.r, pixel1.g,
pixel1.b;}

SetPixel(int x, int y, int r, int g, int b){


framebuffer[(y * IMAGE_WIDTH+x) * 3 + 0]=r;
framebuffer[(y * IMAGE_WIDTH+x) * 3 + 1]=g;
framebuffer[(y * IMAGE_WIDTH+x) * 3 + 2]=b;}
Example 1:
Point1 V:(2,2) C:(255,102,0)
Point2 V:(17,8) C:(255,102,0)
What if colors were different?

(0,9)
(17,8)

(2,2)
(0,0) (18,0)
How do we change the
framebuffer?
(0,9) What’s the index into GLubyte framebuffer[]? Point is 9,5
(17,8)

(2,2)

(0,0) (18,0)
Example:
(0,9) (7,9)

Example 2:
Point1 V:(7,9 ) C:( 0,255,0)
Point2 V:(12,0) C:(0,255,0)

(0,0) (12,0) (18,0)

What are the problems with this method? Slope>1


Revised Slope Intercept
DrawLine (Point point1, Point point2){
m=(point2.y-point1.y) / (point2.x-point2.x);
b=point1.y + (-point1.x) * m;
if (m>1)
{
for i=point1.x to point2.x
SetPixel(i , round(i*m+b));}
}
else
{
for i=point1.y to point2.y
SetPixel(i , round(i-b/m));}
}

Which one should we use if m=1?


What is the cost per pixel?
Optimization (DDA Algorithm)
• Since we increment y by the same amount, we
can also inline rounding:
DrawLine (Point point1, Point point2){
m=(point2.y-point1.y) / (point2.x-point2.x);
j=point1.y + (-point1.x) * m + 0.5;
for i=point1.x to point2.x
SetPixel(i , (int)j+=m));}

• New cost: one floating point addition, one


integer addition, one cast.
Bresenham’s Line Drawing
• In general:
– Addition and Subtraction are faster than
Multiplication which is faster than Division
– Integer calculations are faster than Floating
point
• Made all math just integers (Section 3.5)
• How?
What you need to know about Bresenham LDA
) Why we use it
) Major idea of integer-izing a decision point
) How this reduces things to just integer form.

(0,9)
(17,8)

(2,2)
(0,0) (18,0)
Recap
• DDA/Line Intercept Algorithm
– Slope Intercept y = mx + b
– Easy to implement
– Slow

• Bresenham
– No floating point math
– Fast

• Why do we spend so much time optimizing this?


Other Primitive Drawing Solutions

• What other shapes might we want to draw


quickly?
– Circles (and thus) Ovals
– Curves
• Fill?

You might also like