Painter's Algorithm. ⢠Sort polygons by farthest depth. ⢠Check if polygon is in front of any other. ⢠If no, render it. ⢠If yes, has its order already changed backward?Missing:
Painter’s Algorithm • Object-Order Algorithm • Sort objects by depth • Display them in back-to-front order
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Sort polygons by farthest depth. Check if polygon is in front of any other. If no, render it. If yes, has its order already changed backward? – If no, render it. – If yes, break it apart.
Which polygon is in front? Our strategy: apply a series of tests. – First tests are cheapest – Each test says poly1 is behind poly2, or maybe.
1. If min z of poly1 > max z poly2, 1 in back.
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2. The plane of the polygon with smaller z is closer to viewer than other polygon.
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3. The plane of polygon with larger z is completely behind other polygon.
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4. Check whether they overlap in image a. Use axial rectangle test. b. Use complete test. y
• Disadvantages – Have to sort first – Need to split polygons to solve cyclic and intersecting objects
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Spatial Data-Structures for Visibility • Octrees (generalization of Binary trees in 1D and Quad trees in 2D) • Binary-Space Partition Trees (BSP trees) (an alternative generalization of Binary trees in 1D) • Subdividing architectural buildings into cells (rooms) and portals (doors/windows)
Portals • Similar to view-frustum culling • View-independent • Preprocess and save a list of possible visible surfaces for each portal
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BSP Trees • Idea Preprocess the relative depth information of the scene in a tree for later display
• Observation The polygons can be painted correctly if for each polygon F: – Polygons on the other side of F from the viewer are painted before F – Polygons on the same side of F as the viewer are painted after F
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Building a BSP Tree Typedef struct { polygon root; BSP_tree *backChild, *frontChild; } BSP_tree; BSP_tree *makeBSP(polygon *list) {
if( list = NULL) return NULL; Choose polygon F from list; Split all polygons in list according to F; BSP_tree* node = new BSP_tree; node->root = F; node->backChild = makeBSP( polygons on front side of F ); node->frontChild = makeBSP( polygons on back side of F ); return node; }
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Displaying a BSP Tree void displayBSP ( BSP_tree *T ) {
if ( T != NULL) { if ( viewer is in front of T->root ) {
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