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Computer Graphics

The document discusses various 3D display methods used in computer graphics, including parallel and perspective projections, depth cueing, and surface rendering techniques. It explains how these methods help visualize three-dimensional objects on two-dimensional screens while addressing challenges like hidden surface removal and depth representation. Additionally, it covers polygon surfaces, polygon tables, plane equations, and polygon meshes as foundational concepts in 3D object representation.

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0% found this document useful (0 votes)
9 views24 pages

Computer Graphics

The document discusses various 3D display methods used in computer graphics, including parallel and perspective projections, depth cueing, and surface rendering techniques. It explains how these methods help visualize three-dimensional objects on two-dimensional screens while addressing challenges like hidden surface removal and depth representation. Additionally, it covers polygon surfaces, polygon tables, plane equations, and polygon meshes as foundational concepts in 3D object representation.

Uploaded by

mahiderjemere12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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3D CONCEPTS AND OBJECT REPRESENTATION

 3D Display Methods
 Polygon Surface
 Polygon Table
 Plane Equation
 Polygon Meshes
3D Display Methods
WHAT ARE 3D DISPLAY METHODS IN
COMPUTER GRAPHICS?

A 3D display method refers to the techniques or


approaches used to represent and visualize three-
dimensional objects on a two-dimensional display
screen (e.g., a monitor) or in a three-dimensional
space (e.g., holograms or VR environments). In the
coming slides, we are going to talk about types
of display methods.
PARALLEL PROJECTION
A parallel projection is a projection of an object in three-dimensional space onto a fixed plane,
known as the projection plane or image plane, where the rays, known as lines of sight or
projection lines, are parallel to each other.

We connect the projected vertices by line segments


which correspond to connections on the original object. As
shown in the slide, a parallel projection preserves relative
proportions of objects but does not produce the realistic views.

In parallel projection, z co-ordinate is discarded and


parallel lines from each vertex on the object are extended
until they intersect the view plane.

Notes:
• Project points on the object surface along parallel lines onto
the display plane.
• Parallel lines are still parallel after projection.
• Used in engineering and architectural drawings.
PERSPECTIVE PROJECTION
The perspective projection, on the
other hand, produces realistic
views but does
not relative proportions.
preserve
perspecti In
ve
projection projection,
are not the lines
parallel.
Instead of
, theyat single point called the
all converge
a
‘center of or
reference point’.
projection’ ‘projection

The perspective projection is perhaps the


most common projection technique
familiar to us as image formed by eye or
lenses of photographic film on
perspective projection.
PERSPECTIVE PROJECTION

 The perspective projection conveys depth information by making distance


object smalls than near one.

 This is the way that our eyes and a camera lens form images and so the
displays are more realistic.

 The disadvantage is that if object have only limited variation , the image
may
not provide adequate depth information and ambiguity appears.
PROJECTION REFERENCE POINT

The distance and angles are not preserved and parallel lines do not remain
parallel. Instead, they all converge at a single point called center of projection
or projection reference point. There are 3 types of perspective projections:-

 One point perspective projection :- Simple to draw.


 Two point perspective projection :- Gives better impression of
depth.
 Three point perspective projection:- Is most difficult to draw.
DEPTH CUEING

•Depth cueing is implemented by having objects blend into the


background color with increasing distance from the viewer. The
range of distances over which this blending occurs is controlled by
the sliders.

•To create realistic image, the depth information is important so that we can
easily identify, for a particular viewing direction, which is the front and which
of displayed objects. The depth of an object can be represented by the
intensity of the image. The parts of the objects closest to the viewing
position are displayed with the highest intensities and objects farther
away are displayed with decreasing intensities. This effect is known as ‘depth
cueing’.
CONTINUED…

Summary of Depth Cueing


• Enables to easily identify the front and back of display objects.

• Depth information can be included using various methods.

• A simple method to vary the intensity of objects according to their distance from
the viewing position.

• Eg: lines closest to the viewing position are displayed with


the higher intensities and lines farther away are displayed
with lower intensities.
VISIBLE LINE AND
SURFACE IDENTIFICATION
I. When we view a picture containing non-transparent objects and surfaces, then we
cannot see those objects from view which are behind from objects closer to eye.
II. We must remove these hidden surfaces to get a realistic screen image. The
identification and removal of these surfaces is called Hidden-surface problem

Removing hidden surface


problem

Object-Space Image-space
DEPTH BUFFER Z−BUFFER
METHOD
 It is an image-space approach. The basic idea is to test the Z-depth of each
surface to determine the closest visible surface.
 To override the closer polygons from the far ones, two buffers named frame
buffer and depth buffer, are used.

• Depth buffer is used to store depth values for x,y position, as surfaces are
processed

• 0≤depth≤1
• The frame buffer is used to store the intensity value of color value at each
position x,y
SCAN-LINE METHOD
• The Edge Table − It contains coordinate endpoints of each line in the scene, the
inverse slope of each line, and pointers into the polygon table to connect edges to
surfaces.

• The Polygon Table − It contains the plane coefficients, surface material properties,
other surface data, and may be pointers to the edge table.
AREA-SUBDIVISION
METHOD
A. Surrounding surface − One that completely encloses the area.
B. Overlapping surface − One that is partly inside and partly outside
the area.
C. Inside surface − One that is completely inside the area.
D. Outside surface − One that is completely outside the area.
A-BUFFER METHOD

The A-buffer expands on the depth buffer method to allow transparencies. The key data
structure in the A-buffer is the accumulation buffer. Each position in the A-buffer has
two fields :-
 Depth field − It stores a positive or negative real number
 Intensity field − It stores surface-intensity information or a pointer value
CONTINUED…

 If depth >= 0, the number stored at that position is the depth of a single
surface overlapping the corresponding pixel area. The intensity field then
stores the RGB components of the surface color at that point and the
percent of pixel coverage.
CONTINUED…

If depth < 0, it indicates multiple-surface contributions to the pixel intensity. The intensity
field then stores a pointer to a linked list of surface data. The surface buffer in the A-buffer
includes :-
• RGB intensity
components
• Opacity Parameter
• Depth
• Percent of area coverage
• Surface Identifier
SURFACE RENDERING

 Surface rendering involves setting the surface intensity of objects according to the lighting
conditions in the scene and according to assigned surface characteristics. The lighting conditions specify
the intensity and positions of light sources and the general background illumination required for a
scene.

 On the other hand, the surface characteristics of objects specify the degree of transparency and
smoothness or roughness of the surface; usually the surface rendering methods are combined with
perspective and visible surface identification to generate a high degree of realism in a displayed scene.
CONTINUED…
POLYGON SURFACE

• The polygon surfaces are common in design and solid-modeling applications,


since their wireframe display can be done quickly to give general indication of
surface structure. Then realistic scenes are produced by interpolating shading
patterns across polygon surface to illuminate.
POLYGON TABLES

• In this method, the surface is specified by the set of vertex coordinates and
associated attributes.
PLANE EQUATIONS

• The equation for plane surface can be expressed as


Ax + By + Cz + D = 0

• Where x,y,z is any point on the plane, and the coefficients A, B, C, and D are
constants describing the spatial properties of the plane. We can obtain the values
of A, B, C, and D by solving a set of three plane equations using the coordinate
values for three non collinear points in the plane. Let us assume that three
vertices of the plane are (x1, y1, z1), (x2, y2, z2) and (x3, y3, z3).
POLYGON MESHES
• 3D surfaces and solids can be approximated by a set of polygonal and line
elements. Such surfaces are called polygonal meshes. In polygon mesh, each
edge is shared by at most two polygons. The set of polygons or faces, together
form the “skin” of the object. This method can be used to represent a broad class
of solids/surfaces in graphics. A polygonal mesh can be rendered using hidden
surface removal algorithms. The polygon mesh can be represented by three ways

Explicit representation

Pointers to a vertex list

Pointers to an edge list


Thank You!

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