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Einführung in Visual Computing
Werner Purgathofer
Institut für Computergraphik und Algorithmen
- 6. Vorlesungseinheit “Computergraphik”
Clipping
Clipping in the Rendering Pipeline
scene objects in object space
- bject capture/creation
modeling viewing projection
vertex stage („vertex shader“)
transformed vertices in clip space
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scene in normalized device coordinates raster image in pixel coordinates clipping + homogenization rasterization viewport transformation shading
pixel stage („fragment shader“)
transformed vertices in clip space
partly visible or completely invisible parts must not be ignored and must not be drawn ignored scrolled Clipping
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must be cut off (as early as possible) vertices edges remove objects outside a clip window
clip window: rectangle, polygon, curved boundaries applied somewhere in the viewing pipeline can be combined with scan conversion
Clipping Operations
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can be combined with scan conversion
- bjects to clip: points, lines, triangles,
polygons, curves, text, ...
analytically in world coordinates
reduces WC DC transformations
analytically in clip coordinates
simple comparisons
3 Principle Possibilities for Clipping
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