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An in-depth exploration of line clipping and rasterization in the context of the graphics pipeline. It covers the importance of clipping, various clipping strategies, and the process of rasterizing lines and circles. The document also discusses antialiasing techniques to ensure continuous appearance and accuracy.
Typology: Slides
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-^ Ray Tracing vs. Scan Conversion•^ Overview of the Graphics Pipeline•^ Projective Transformations ModelingTransformations Illumination(Shading) Viewing Transformation(Perspective / Orthographic)^ Clipping Projection(to Screen Space) Scan Conversion(Rasterization) Visibility / Display
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-^ Portions of theobject outsidetheview frustumare removed•^ Rasterizeobjectsinto pixels ModelingTransformations Illumination(Shading) Viewing Transformation(Perspective / Orthographic)^ Clipping^ Projection(to Screen Space) Scan Conversion(Rasterization) Visibility / Display
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3 points • Implicit plane equation A x +B y +C
P^ P^0 Docsity.com
P d^ H = (A,B,C,D)
(the dot product in homogeneous coordinates) • d is a^ signed distance positive = "inside" negative = "outside"
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P d^ H = (A,B,C,D)
≥^0 Pass through • If d = H•p < 0: Clip (or cull or reject)
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H=(^0 near^ H= far^ H= bottom^ H= top^ H= left^ H= right^
–1^ – near ) (^0
1 far^ ) (^0 near bottom
(^0 – near
(– right^ – near
P ( left , bottom , – near
( right*far/near
,^ top*far/near
, – far )
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-1T )^ ( 1,1,1 )
y nearfar z
y x
z
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•q < 0
•q > 0
•q > 0
•q < 0
p^ n q Docsity.com
•q < 0
•q > 0
•q > 0
•q < 0
n^ p q Docsity.com