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Visualization
As a tool for better understanding the image presented on the
computer screen.
As a means of representing graphically complex multidimensional
data sets.
Therefore two types of visualization can be identified: visualization
in geometric modeling and visualization in scientific computing
Problems in Visualization
If the minimax test fails, the two polygon may or may not
overlap. Each edge of one polygon is compared
against all the edges of the other polygon to detect
intersections
CONTAINMENT TEST :
Angle method
Containment proceeds:
(a) If the sum of the angles is equal to zero, point P is outside the polygon.
(b) If the sum is equal to 360, point P is inside the polygon.
CONTAINMENT TEST :
Containment proceeds:
(a) Draw a line from the point under testing to infinity
(b) The semi-infinite line is intersected with the polygon edges
(c) If one of the polygon edges lies on the semi infinite line, a singular case arises
which needs special treatment to guarantee the consistency of the results.
COMPUTING Silhouettes:
Containment proceeds:
(a) The sign of the Zv components of normal vectors of the object faces can be
utilised to determine the silhouette.
(b) An edge that is part of silhouette is characterized as the intersection on one
visible face and one invisible face
(c) An edge that is the intersection of two visible faces is visible, but does not
contribute to the silhouette.
(d) If a normal does not have a Zv component, as in second case additional
information is needed to compute silhouette.
SORTING
Many visible algorithms make extensive use of sorting operations.
For visibility algorithms , sorting and searching techniques operates on the records of
the scene database.
These records contains geometrical, topological and viewing information about the
polygons an faces that make the scene.
Sorting is an operation that orders a given set of records according to a selected
criterion.
Time required to perform the sort depends on the number of records to be processed,
the algorithm that performs the sort and the statical properties of the initial
ordering of records.
COHERENCE
The elements of a scene have some interrelationships and this is called coherence.
Hidden line algorithms that utilise coherence in the sorting techniques are more
efficient that other algorithms that do not.
It is a measure of how rapid a scene changes. It describes the extent to which a scene
is locally constant.
Types of coherences :
Edge coherence
Face coherence
Geometric coherence
Frame coherence
Scan line coherence
Area coherence
Depth coherence
Image Based
Edge coherence
Face coherence
Geometric coherence
Frame coherence
Area coherence
Depth coherence
The intersection between F1 and another face may be an area as in the case of F1 and F4 , an
edge as for faces F1 and F2 , or an empty set (no intersection) as for faces F1 and F6 .
In the case of an area of intersection (A in Figure), the coordinates of a point C inside A can
be computed (notice the corner points of A are known).
For both faces of F1 and F4 , and , the two corresponding Zv values of point C can be
calculated and compared. The face with the highest values Zv is assigned the highest priority.
In the case of an edge of intersection, both faces are assigned the same priority. In the case
of no face intersection, no priority is assigned.
Using the depth test, and assuming the depth of F4 is less than that of F1 , F4 is assigned
priority 2.
When we intersect faces F1 and F5 , we obtain an empty set, that is, no priority assignment is
possible
In this case, the face F1 is moved to the end of the face list and the sorting process
to determine priorities starts all over again.
In each iteration, the first face in the face list is assigned priority 1.
The end of each iteration is detected by no intersection.
Figure shows four iterations before obtaining the final priority list. In iteration 4, faces F4 to
F6 are assigned the priority 1 first.
When F4 is intersected with F1 , the depth test shows that F1 has higher priority.
Thus, F1 is assigned priority 1 and priority of F4 to F6 is dropped to 2.
Reorder the face and priority lists so that the highest priority is on top of the list. In this
case, the face and priority lists are [F1 F2 F3 F4 F5 F6 ]and [1,1,1,2,2,2]respectively.
WARNOCK ALGORITHM
Hidden surface problem by recursively
Subdividing the image into sub images.
Each window is subdivided into four sub
windows and applied same solution
technique to every window.
The recursion terminates if the hidden
surface problem can be solved for all the
windows.
Window is recursively subdivided unless it
contains two polygon. In such case,
comparing the Z depth of the polygons
determines which one hides the other.
SHADING
For the trapezoid shown in the accompanying figure, find the intensity at the point P (5, 2),
using Gouraud shading and scan lines parallel to BC. The averaged intensities at the four
vertices are:
Phong Shading uses a bilinear interpolation for the normal vector, instead
of the bilinear interpolation of the intensity I used for Ground shading.
That is, for Phong shading the I terms in scan-line equation are replaced by
corresponding normal vector terms.
Because three components of the normal vector and the cosine functions
are calculated at each point, the Phong shading model requires a longer
computation time than the Gouraud model.
However, the Phong model smoothes surfaces more realistically because it
is interpolating the normal vector, not just intensities determined from the
normal vectors to flat faces.
COLOURS
The description of colour generally includes three properties: Hue, saturation and
brightness, defining a position in the colour spectrum, purity and the intensity
value of a colour.
Colour models
1. RGB (Red, Green, Blue) colour model [colour CRT monitors]
2. CMY (Cyan, Magenta, Yellow) colour model [colour-printing devices]
3. YIQ colour model [TV colour system]
4. HSV (hue, saturation, value) colour model, also called HSB (brightness) model.
CMY model
The RGB and CMY colour models are complemented to each other.
YIQ model
It is used in commercial colour-TV broadcasting and is therefore closely related
to colour raster graphics. The RGB-to-YIQ mapping is defined as
The HSV model allows the user to specify the hue (0~360), saturation (0~1), and value
(brightness 0~1) of a colour.