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Viewing
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Viewing in 2D
250
45
250 x 250
Viewport in Pixels.
Device coords
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Viewing in 2D
• In 2D, a ‘world’ consists of an infinite plane, defined in
‘world’ coordinates, i.e metres, angstroms etc.
• We need to pick an area of the 2D plane to view,
referred to as the ‘window’.
• On our display device, need to allocate an area for
display, referred to as the ‘viewport’ in device specific
coordinates.
– Clip objects outside of window.
– Translate to fit viewport.
– Scale to device coordinates.
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Clipping Primitives
• Different primitives can be handled in
different ways
– Points
– Lines
– Polygons
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Windowing I
A scene is made up of a collection of objects
specified in world coordinates
World Coordinates
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Windowing II
When we display a scene only those objects
within a particular window are displayed
Window
wymax
wymin
wxmin wxmax
World Coordinates
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Windowing III
Because drawing things to a display takes
time we clip everything outside the window
Window
wymax
wymin
wxmin wxmax
World Coordinates
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Clipping
For the image below consider which lines
and points should be kept and which ones
should be clipped
P4
Window P2
wymax
P6
P3
P1
P7 P5
P9
P8
wymin
P10
wxmin wxmax
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Trivial acceptance.
Window P2
wymax
Clipped
P5
P1
P7 Points Within the Window
are Not Clipped
P9 P8
wymin
Clipped P10
wxmin wxmax
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Line Clipping
Harder - examine the end-points of each line
to see if they are in the window or not
Situation Solution Example
Both end-points
Don’t know!
outside the window
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Cohen-Sutherland Algorithm [1/4]
Dispense Two Simpler Case
1 0 0 1 1 0 1 0
0 0 0 1 0 0 1 0
0 0 0 0
0 1 0 1 0 1 1 0
0 1 0 0 A B R L
P= 1 0 0 1
Trivial accept: Codes for both end points are 0000
Trivial reject: Codes for both end points have a 1 in
the same position.
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Cohen-Sutherland: World Division
World space is divided into regions based
on the window boundaries
– Each region has a unique four bit region code
– Region codes indicate the position of the
regions with respect to the window
Window
wymax
P6 [0000]
P3 [0001]
P5 [0000] P12 [0010]
P7 [0001]
P9 [0000] P8 [0010]
wymin
P10 [0100]
P13 [0101] P14 [0110]
wxmin wxmax
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Cohen-Sutherland: Lines In The Window
Window
wymax
P6 [0000]
P3 [0001]
P5 [0000] P12 [0010]
P7 [0001]
P9 [0000] P8 [0010]
wymin
P10 [0100]
P13 [0101] P14 [0110]
wxmin wxmax
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Cohen-Sutherland: Lines Outside The
30 Window
Any lines with a common set bit in the region
codes of both end-points can be clipped
– The AND operation can efficiently check this
P11 [1010]
P4 [1000]
Window
wymax
P6 [0000]
P3 [0001]
P5 [0000] P12 [0010]
P7 [0001]
P9 [0000] P8 [0010]
wymin
P10 [0100]
P13 [0101] P14 [0110]
wxmin wxmax
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30 Clipping
• analytically calculating the portions of
primitives within the viewport
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Cohen-Sutherland: Other Lines
Lines that cannot be identified as completely
inside or outside the window may or may not
cross the window interior
These lines are processed as follows:
– Compare an end-point outside the window to a
boundary (choose any order in which to
consider boundaries e.g. left, right, bottom, top)
and determine how much can be discarded
– If the remainder of the line is entirely inside or
outside the window, retain it or clip it
respectively
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Cohen-Sutherland: Other Lines (cont…)
– Otherwise, compare the remainder of the line
against the other window boundaries
– Continue until the line is either discarded or a
segment inside the window is found
We can use the region codes to determine
which window boundaries should be
considered for intersection
– To check if a line crosses a particular
boundary we compare the appropriate bits in
the region codes of its end-points
– If one of these is a 1 and the other is a 0 then
the line crosses the boundary
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Cohen-Sutherland Examples
Consider the line P9 to P10 below
– Start at P10 Window
wymax
– From the region codes
of the two end-points we
know the line doesn’t P [0000]
9
wy
cross the left or right min
P ’ [0000]
10
boundary P [0100]10
boundary so calculate
the intersection point to
wxmin wxmax
generate P4’
– The line P3 to P4’ is completely outside the
window so is clipped
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Cohen-Sutherland Examples (cont…)