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GR2 Advanced Computer Graphics AGR Lecture 8 Polygon Rendering GR2-00 1 The Story So Far We now understand: – how to model objects as a set of polygonal facets and create a 3D world (Lectures 1 & 2) – how to view these worlds with a camera model, projecting the facets to 2D (Lectures 3 & 4) – how to calculate reflection off a surface (Lectures 5 & 6) – how to shade a single projected facet using the reflection calculation (Lecture 7) GR2-00 Next step: rendering a set of facets 2 First a Word on Normals A polygon has two normals If the polygon is part of a solid object, one normal will face out, one will face in. We need to have a way of distinguishing them. GR2-00 3 Surface Normals Each polygon facet is considered to have an inside and an outside, and a single normal This is determined by the order in which vertices of facet are specified: – look at object from outside – if polygon vertices are specified in anticlockwise order, then normal points from inside to outside P3 P2 P4 GR2-00 P1 4 Rendering Polygons We are now ready to consider rendering a set of polygon facets For efficiency, we only want to render those that are visible to the camera GR2-00 5 Back Face Culling If the facets belong to a solid object (a polyhedron) we do not need to render back-facing polygons Here only three facets need to be drawn - those that face towards the camera GR2-00 6 Back Face Culling A polygon faces away from the viewer if the angle between the surface normal (N) and the viewing direction (V) is less than 90 degrees V.N > 0 N V camera GR2-00 7 Back Face Culling It is efficient to carry this out in the viewing coordinate system – camera on z-axis pointing in negative zdirection – so V = (0,0,-1) Thus the V.N>0 test becomes a test only on z-component of normal vector Nz < 0 – ie test if z-component of normal points in negative z-direction GR2-00 8 Back Face Culling Back face culling is an extremely important efficiency gain in rendering and is typically the first step in visibility processing We are left with a set of front facing polygons... GR2-00 9 The Next Problem GR2-00 Some facets will be obscured by others - we only want to draw (ie shade) the visible polygons 10 Solution - Z Buffer Algorithm Suppose polygons have been passed through the projection transformation, with the z-co-ordinate retained (ie the depth information) - suppose z normalized to range 0 to 1 For each pixel (x,y), we want to draw the polygon nearest the camera, ie 0 largest z GR2-00 y x z view plane window 1 camera 11 Z Buffer Algorithm We require two buffers: – frame buffer to hold colour of each pixel (in terms of RGB) ... typically 24 bits – z-buffer to hold depth information for each pixel ... typically 32 bits GR2-00 Initialize: – frame buffer to the background colour of the scene colour (x,y) = (IRED, IGREEN, IBLUE)background – z-buffer to zero (back clipping plane) depth (x,y) = 0 12 Z Buffer Algorithm As each polygon is scan converted and shaded using Gouraud or Phong shading: – calculate depth z for each pixel (x,y) in polygon – if z > depth(x,y), then set: depth (x,y) = z; colour (x,y) = (IRED, IGREEN, IBLUE)gouraud/phong GR2-00 After all polygons processed, depth buffer contains depth of visible surfaces, and frame buffer the colour of these surfaces 13 Z Buffer - Strengths and Weaknesses A major advantage of the z-buffer algorithm is its simplicity A weakness (of now decreasing importance) is the amount of memory required Limited precision for depth calculations in complex scenes (perspective effect again a problem) GR2-00 14 Transparency Polygons in practice may be opaque or semi-transparent – in OpenGL a=1 represents opaque Simple rendering: – render opaque polygons first, generating colour (x,y) – for each semi-transparent polygon (with opacity a, render into another buffer as polygon (x,y) – and combine using: ( 1 - a ) * colour (x,y) + a * polygon (x,y) GR2-00 15 Better Transparency Better results by storing for each pixel the depth and transparency of each surface Surfaces can then be composited back to front in order to give more accurate images GR2-00 16 Shadows Z buffers also give us a nice way of doing shadows The z buffer is a way of determining what is visible to the camera For shadows, we need a way of determining what is visible to the light source GR2-00 17 Shadow Z Buffer We require a second z-buffer, called a shadow z-buffer Two step algorithm: – scene is ‘rendered’ from the light source as viewpoint, with depth information stored in the shadow z-buffer (no need to calculate intensities) – scene is rendered from the camera position, using Gouraud or Phong shading with a z-buffer algorithm ... but we need to adjust colour if point is in shadow GR2-00 18 Shadow Z Buffer To determine if point is in shadow: – take its position (xO, yO, zO) in the camera view, and transform it into the corresponding position (xO’, yO’, zO’) in the light source view – look up the z value, say zL , in the shadow z-buffer at the position (xO’, yO’) – if zL is closer to the light than zO’, this means some object is nearer the light and therefore the point is in shadow... in this case only the ambient reflection would be shown at that point GR2-00 19