CS 184: COMPUTER GRAPHICS

Lecture #17 -- Mo: 3/29, 1999.

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Preparation:

Read:   Ch. 15.4 "The Z-Buffer Algorithm", Ch. 16.2 "Shading Models for Polygons"

Lecture Topics

Review of:

Rasterization Paradigms, Structure of Scan-Line Algorithm

Details of Scan-Line Algorithm

Processing one polygon at a time:
Datastructures
Preprocessing
Inserting edges into scan-line buckets (details)
Scan-line processing on active edge list
Hidden feature elimination; Z-buffering

Alternative approach: Processing all polygons simultaneously:
Differences to basic approach above.

Extra Notes on Scan-Line Algorithms

Ways to do Hidden Feature Elimination

Review of Backface Elimination

General task of hidden feature elimination.

In real world photons do the job.
In Graphics: invert process, shoot rays from eye: Ray-tracing.

Other hidden surface algorithms:
Painters Algorithm - difficulty with sorting.

Importance of Coherence for speed in redering algorithms.

Hidden Feature Elimination with Z-buffering:

Concept with 2D Z-buffer: see  Ch. 15.4: Fig 15.22
Key idea: sort individual pixels in depth. Get help from hardware.

Integration into scanline algorithm.

Write spans first into z-buffer rather than directly to display; check which pixel is closest.
In 1999, AS#7, we handle one polygon at a time; thus we scan convert each polygon separately.

Brightness and Color Interpolation; Gouraud Shading

Reuse the same basic idea: interpolate additional vertex values:
i.e., the RED, GREEN, and BLUE intensities of illumination.
Differences in interpolation of depth vs. (color) brightness:
Z is a linear function of x and y (as long as we are dealing with planar polygons),
but the shading/illumination function is NOT typically planar !


Current Homework Assignment:

ASG#7:  "Scan Conversion"
DUE: Thursday 4/1/99, 11:59pm.
NOTE that you have double the amount of time -- this will also count double the amount of points !
CAN BE DONE WITH YOUR PARTNER OF CHOICE !


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