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Computer Graphics

Chapter 4
2D Viewing Algorithms

Coordinate Systems
y
(x, y)

v
(u,v)

World Coordinates: User-Defined Limits Floating point values


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Device Coordinates: Device dependent Limits Positive Integer values

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Window: A rectangular region in World Coordinate System.

Viewport: A rectangular region in Device Coordinate System.

Sine Function 1.5 1 0.5


sin(theta)

(0,300)

0
-180 -150 -120 0 120 150 180 -90 -60 -30 30 60 90

-0.5 -1 -1.5
theta

(0,0)

(360,0)

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Window to Viewport Transformation


We denote the boundaries of the world window by four real values xmin, ymin, xmax, ymax denoting its left, bottom, right, top margins respectively. Similary the boundaries of the viewport on the screen are defined by four integer values umin, vmin, umax, vmax. When a graphics display is generated using arbitrary coordinates on the world window, the important problem encountered in viewing this display on the actual viewport on the screen is to have a function which maps every point (x,y) on the window to a corresponding point (u,v) on the viewport. The following window to viewport transformation achieves this relationship.
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Window to Viewport Transformation


(xmax, ymax)

(x, y) (u, v) (xmin,ymin) (umin, vmin)

(umax, vmax)

x xmin u umin ; xmax xmin umax umin


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y ymin v vmin ymax ymin vmax vmin


(u, v)
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(x, y)

Window to Viewport Transformation

u = c1 x + c 2

umax umin c1 xmax xmin c2 umin c1 xmin


vmax vmin d1 ymax ymin d 2 vmin d1 ymin
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v = d1 y + d2
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Window to Viewport Transformation


400 0.2

0.1

-0.05

+0.05

100 250

550

u = 3000 x + 400 v = 3000 y 200


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Aspect Ratio
Aspect Ratio = Width/Height.
Aspect ratio of a world window = (xmax-xmin) / (ymax-ymin). Aspect ratio of the viewport = (umax-umin) / (vmax-vmin). The transformation from the window to viewport is said to preserve the aspect ratio, if both the above quantities are same. In such a case, we have c1 = d1. When this condition is satisfied, the mapping from the window to the viewport is distortion-free.

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Window to Viewport Transformation


For distortion-free mapping from the window to the viewport, we must have c1 = d1 (in magnitude) 400 0.2

0.1

100 -0.05 +0.05 250 350

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u = 1000 x + 300 v = 3000 y 200

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W-V Transform (OpenGL)

Specifying a World Window: gluOrtho2D(xmin, xmax, ymin, ymax); Specifying a Viewport: glViewport(umin, vmin, wid, hgt); where, wid=umax-umin hgt=vmax-vmin

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Line Clipping
A line is required to be clipped against a rectangular clipping window such that the portion of the line that falls outside the window is not displayed. There are many possible arrangements of a segment with respect to the window. We therefore need an organized approach to identify the correct situation and to compute the new end points of each clipped segment. Efficiency is important because a typical picture contains thousands of line segments, each of which must be clipped against a window.
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Line Clipping

Window
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Clipping Window
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Cohen-Sutherland Algorithm
A rapid divide-and-conquer approach to the line clipping

Clipping window

Trivial Accept: When both end points are inside the window, and therefore the line is completely visible. Trivial Reject: When both end points are outside the window and on the same side of the window. Then the line is completely outside, and hence can be rejected.

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Region Codes
A point is assigned a unique region code depending on the location of the point with respect to the window.

1001

1000

1010

0001

0000
Clipping window

0010

0101
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0100

0110
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Region Codes
Trivial Accept
0000 0000

r1 == 0000 and r2 == 0000


(r1 OR r2) == 0000
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(OR: Bitwise)
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Region Codes
Trivial Reject
1010

0010

r1 and r2 have a common bit set to 1


(r1 AND r2) 0000
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(AND: Bitwise)
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Region Codes
Other Cases
1001 1010

0000

0100

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Region Codes
Other Cases
i. The point that lies outside the window is considered. (This is the point whose region code is non-zero). ii. For the above point, an edge outside which the point lies is identified. (If a particular bit is non-zero, the corresponding edge of the window is considered). iii. The intersection of the line with the edge is computed. The initial point in (i) is now replaced by the new intersection point. Its region code is computed. iv. The conditions for the trivial accept or trivial reject or other case is again checked for the new line segment.
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Region Codes
1010

0000

Trivial Accept
0000

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Computing Intersection Point (Eg.)


Q P

A x=xmin

The equation of the line PQ is

y y1 x x1 y 2 y1 x2 x1

The intersection point A lies on the left edge and therefore its x-coordinate is x = xmin.

To get the y-coordinate of A, we substitute for x in the above equation of PQ:


y=
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y1 ( x min x1 )

( y 2 y1 ) ( x 2 x1 )

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Computing Intersection Point (Eg.)


Q P

A x=xmin

Now P is replaced by the point A (effectively discarding the segment PA), and the whole process of checking is repeated for the segment AQ. Now both A, Q will have region codes 0000, and hence will satisfy the condition trivial accept.
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Line Clipping (OpenGL)

Specifying a Clipping Window: gluOrtho2D(xmin, xmax, ymin, ymax);

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