Two Dimensional Geometric Transformations

**TWO DIMENSIONAL GEOMETRIC TRANSFORMATIONS**

**TWO DIMENSIONAL CLIPPING AND VIEWING**

**The Viewing Pipeline**

•**Window**

•A world-coordinate area selected for display. defines *what* is to be viewed

•**Viewport**

•An area on a display device to which a window is mapped. defines *where* it is to be displayed

•**Viewing transformation**

•The mapping of a part of a world-coordinate scene to device coordinates.

•**A window could be a rectangle to have any orientation.**

**Two-Dimensional Viewing**

**The Viewing Pipeline**

Viewing Effects

•**Zooming effects**

Successively mapping different-sized windows on a fixed-sized viewports.

•**Panning effects**

Moving a fixed-sized window across the various objects in a scene.

•**Device independent**

Viewports are typically defined within the unit square (normalized coordinates)

**Viewing Coordinate Reference Frame****The reference frame for specifying the world-coordinate window.**

•**Viewing-coordinate origin: P****0** **= (x****0****, y****0****)**

•**View up vector V: Define the viewing y****v** **direction**

**Window-to-Viewport Coordinate Transformation**

Clipping Operations

• **Clipping**

• Identify those portions of a picture that are either inside or outside of a specified region of space.

• **Clip window**

• The region against which an object is to be clipped.

• The shape of clip window

• Applications of clipping

• World-coordinate clipping

**Clipping Operations**

• Viewport clipping

• It can reduce calculations by allowing concatenation of viewing and geometric transformation matrices.

• Types of clipping

• Point clipping

• Line clipping

• Area (Polygon) clipping

• Curve clipping

• Text clipping

• Point clipping (Rectangular clip window)

**Line Clipping**

**Possible relationships between line positions and a standard rectangular clipping region**

• Possible relationships

– Completely inside the clipping window

– Completely outside the window

– Partially inside the window

• Parametric representation of a line

x = x1 + u(x2 - x1) y = y1 + u(y2 - y1)

• The value of u for an intersection with a rectangle boundary edge

– Outside the range 0 to 1

– Within the range from 0 to 1

**Cohen-Sutherland Line Clipping**

• **Region code**

– A four-digit binary code assigned to every line endpoint in a picture.

– Numbering the bit positions in the region code as 1 through 4 from right to left.

• Bit values in the region code

• Determined by comparing endpoint coordinates to the clip boundaries

• A value of 1 in any bit position: The point is in that relative position.

• Determined by the following steps:

• Calculate differences between endpoint coordinates and clipping boundaries.

• Use the resultant sign bit of each difference calculation to set the corresponding bit value.

• The possible relationships:

• Completely contained within the window

• 0000 for both endpoints.

• Completely outside the window

• Logical and the region codes of both endpoints, its result is not 0000.

• Partially

**Liang-Barsky Line Clipping**

**Rewrite the line parametric equation as follows:**

• pk = 0, parallel to one of the clipping boundary

• qk < 0, outside the boundary

• qk >= 0, inside the parallel clipping boundary

• pk < 0, the line proceeds from outside to the inside

• pk > 0, the line proceeds from inside to outside

**Nicholl-Lee-Nicholl Line Clipping**

• Compared to C-S and L-B algorithms

• NLN algorithm performs fewer comparisons and divisions.

• NLN can only be applied to 2D clipping.

• The NLN algorithm

• Clip a line with endpoints P1 and P2

• First determine the position of P1 for the nine possible regions.

• Only three regions need be considered

• The other regions using a symmetry transformation

• Next determine the position of P2 relative to P1.

• To determine the region in which P2 is located

– Compare the slope of the line to the slopes of the boundaries of the clip region.

– Example: P1 is left of the clipping rectangle, P2 is in region LT.

**Polygon Clipping**

**Sutherland-Hodgeman Polygon Clipping**

• Processing the polygon boundary as a whole against each window edge

• Processing all polygon vertices against each clip rectangle boundary in turn

• Pass each pair of adjacent polygon vertices to a window boundary clipper

There are four cases:

• Intermediate output vertex list

• Once all vertices have been processed for one clip window boundary, it is generated.

• The output list of vertices is clipped against the next window boundary.

• It can be eliminated by a pipeline of clipping routine.

• Convex polygons are correctly clipped.

• If the clipped polygon is concave

• Split the concave polygon

**Weiler-Atherton Polygon Clipping**

• Developed as a method for identifying visible surfaces

• It can be applied with arbitrary polygon-clipping region.

• Not always proceeding around polygon edges

• Sometimes follows the window boundaries

• For clockwise processing of polygon vertices

• For an outside-to-inside pair of vertices, follow the polygon boundary.

• For an inside-to-outside pair of vertices, follow the window boundary in clockwise direction.

• Curve clipping

• Use bounding rectangle to test for overlap with a rectangular clip window.

• Text clipping

• All-or-none string-clipping

• All-or-none character-clipping

• Clip the components of individual characters

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Graphics and Multimedia - Output Primitives : Two Dimensional Clipping and Viewing |

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