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Surface Detection Methods in 3D Graphics

The document discusses various methods for surface detection in computer graphics, including depth-buffering, ray-casting, and back-face culling techniques. It also covers illumination models such as ambient, diffuse, and specular reflection, as well as color models like RGB and HSV. Additionally, it provides insights into shading models and the effects of light sources on surface rendering.

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anishpriyan2002
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© All Rights Reserved
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0% found this document useful (0 votes)
15 views19 pages

Surface Detection Methods in 3D Graphics

The document discusses various methods for surface detection in computer graphics, including depth-buffering, ray-casting, and back-face culling techniques. It also covers illumination models such as ambient, diffuse, and specular reflection, as well as color models like RGB and HSV. Additionally, it provides insights into shading models and the effects of light sources on surface rendering.

Uploaded by

anishpriyan2002
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

uit-4

V'st ble Sutace Detectiorn


isi ble sutace dotection idden sutace
doteec emove with n a sene
is Visible
x Detenine what
viewtng position
hoosen
trom
dotection
algon th u
visible sussaCa
dassifi ed a
methoo
space
1:objeet nethod .
Image space

method
space objeet to eock
1) obje ct pat o each
Compae obje t and
et detinton to
Scen
witin theSwtace a e visible.
otheg
detomùne sieh
space metho
at
decided Poînt by poit
visf bity the pojection plane
rel positiorn
pire
each
method
Inage spaa

Depth- Butte method


)
-buttee method
9) A
Line method
3) Scan-
Sboivi on method.
4) Area

object - Spate miths


) Back Spa Ce mathod
BSP Tree nnethod
2) 0tsee metho
) Ray- caiting method
ODepth Buthe (or Z- bute
vales to Xy Poy.
+ Used to store dapth va
Pro caased os depthsl.
mai ntin two buts
) erame butt
a7 Depth butee

frame bute
intensity
Used to s tore the po iti on
} vale t t ea Ch
Vae ot olou
normoi 2e to
2- coordinalis wsualy
Tange Co, 3
the arg

o ’ ba ce clipping
4 ’ o n t cpping

4H0nth m
buytei vals
1) set the

Depth bwt y=0


bacegu coloui
frame butt y
at
a
mkca tí me.
One
a) eact poygon
fos each projeted iy PIxel postion a
poyon caleuat dapth z.
(2 > depth bute)
set depth bute y t
trame buttee
set trane iy= Sutace colouy Xy
,y
) - butte ethod
A- buttye expan he depth
fhe
butt method to a l o w tranpalanie

the
n-butte hay two
position in
Ea ch
tield

1) De th ki eld
a) Intenity ied.

) Depth field
neqe Teal numbo,
a positive o

Tntnity tield
) Inteity ingormat' on
Stores
Poite Vale

and
rdepth >o tonai
othes in

staca 2
depth <o Intoration ingormatin

f (dapth >0 indicats singe sutace


to tha pìxe! intety
contibwte
mutiple sutace
Lortbe to the p xel iten ty.
butte inchde,
’RGe hteurty coMmponaat
5Depth
Sutace idantitie
Scan ine method
inkor
naion tor
depth
method ha
single slanline

) Ede table
a) Polyon table.
) tdge table
Tt inludes Cin the S cee.
each line
he
Cnd pofnt tt of each line
Tvese slope toble to onnet
to the poyyon
Point
edge to sutace

Alqothm:
deired dota st
Stnuturce
|: itialize tha

havinga Colo w
-CreatL a polyqon table
edge poiteu , Coebtiient intosmatin
E stoblich edqe toe cotain
Yecording the
end poit point
to
poyon, inverse slope
edse list.
Create
will be
Stored in inereaing order ofn.
This
It wi| have.
CYeate
eithes
Ente vales în A tive edge List (AEL)
Unttil the Has (ie) F is
a backOwnd colou A
When One poy oon a IS
and this
is tor S wtae S
into retveah butte
ente Colou
intenity
when two
ON Sort the suta ces aceos ing to the dep th
and intensi ty vae Sn tor yhanoe.
Thy sustace will hoaue leartleast zz dapth vae
eu

Swb division method.


A) Area aea into smalle
Diyi de the to tal viewing
DËvì each smal aTea
setangly util
and SmalleL o aut ot a singe
1S the projecton
susa ce at al
visi ble suatace
wnti) the' subdivisioy
thi PocesS
to a
are
eaily anayed belonaig
ae Teduced
Sus bae wnti) they
<inge
to the sin e pìxl.
An easy way to do thi

the into tou eual pat


a
There possible Yelatihip that
sutace can have with speijied a

bounday

- complet en clo ses the ahea

Ovohapping sutace
- paatialy nided pastialy tutsido tha
Tuid eutace
the
Completely inice
Otside s a c e
outside the
completely

Lyide
outside
ouelappig Stace
Swioudina Satae
Sustate
dotecton matho
) Back -face called ay
deteot'oon aluo
Ba ck tace
ol.
eqat'on metho inside-0utside tey
Plane
based On tthe

N= (A Brc) X

normo)
vettoY
wich
maties
40° n suatace view

inside poygon
point C y )
Paam eters AB,cD
wi th plane
sutace

'ingide Point is along the lin e of


Point is
when
sigt to
the S ace the pGyon
back taee
yt be a
Can simpty +hu
thiy by congideiny the
norma vecto to poty gon Swtace
Caterian componets C,B )
which has
the vector in viewiny duecttn
It vis thon the
eye CCamee poiti on )
t m the
pelygDn is back tace

method
&) BSf- Tsee

seps
p trom the lis t
|: Selet poygon BsP tree
and add p
node the
a. make that hode
at
to the list of polygon in the list:
polygon in th
3. for each othes
plane
tully n}ront o the
to t e (ist
lo ntai nin P,
thot poyon
node in tont 9f P
behind the plane
that poym
move tha pog0n to the |'st
nodes behind P.

i4 the potyon interce ted by the jplane


ontini ng P, splt it into to polyoN an
P

moe them to the repecte ist o Poyo hu

besind and in trvnt of P.


B 'C

(B
(B

Oree method:
ued in o ttee
three tyre t node

vepreient the poit


wsed to
(aat node
lwauy

empty node represent that


repreret th the
wed a (eat node to t yepresent
in the eaion
Point exist
node
Raoion iterna nodo
Ths s ala ot a Cboi
vepreset 30 Teoon
s used to
nod awas have
e a Point node
eithe
ho des t h t Con
node
emmp ty the 3D Spa ce icto
o tree
subdi vi des
the
she each octnt
node

An a lage amout o
Space ohen stoing pei nty in
Tleuinati on Model.
moda! is wued to
shading model ialtin, liqt eeeted
calclat the ftens f ty
at
point swtace
qtng etteet
Ther 3 tactore on which
dependi Ont

obeerwe
3
S0UsCe.
llot enitirg
Li ht Sous CQ is the
Thee
o foint source in o dire ony
emit rays
that
This a 0Ím)
bulb
(A
2 Panalel souTee a Pont seurce which is
co Mideed
Can be (the sn)
the s u t a ce

Distibuted
oiinate trom a inite

ight) petition, eleetYDmasnetie speetum and


TheiY
doteUi ne he Uehtiny ttbeet
sape
is
Suace on
suwtace part
obsor ted. NOw
vefeered and part ot
D reteci
the sutace StructuYe decidas tha amount
* The pPOsi i on ot the Sustace and pon ti on ot u the
nea by stae alo detemi ne the liqting etteet

The olasewes posttion and Sensor spectum sensi tivitu


adso atect the lt4ong etbeet
ypes Tluninati on
lumination
O Ambiet
Retlectin
Reflection
speula
OAmbiet uminaion a road,

jou
stonding
exten¡Y and sun

a buildng withthat asbuilding ettacting back


faling on the ob jet
ende
ton tit
t and
and the talling
mbiet t(uninatio
oould be
Ambient Iluination
luniination is the
In Rmpla wods t l i t is indiret:

Lamb
te setected nenity
on the c t a c e

Tamb = Ka Ia
intenity .
ambíent iaut Vae
Ia etleetii ty
anbient
sutace
ta : t01.

Diftue Reteetion
a pont
veglectim the bithe
made by the light
deperd wpom
and the
SouY ce

’ The refleeted intenity


sutace
where,
point liht intenity
Ie : The eHeetivity
dittse
ta: Sutace
N: Sace norma
i t bi e cion
L?
specula Retlection
iny loy
when t talla beck
reflocted ba
swtace most Spelos Reteetion
eection is Lnon
Such
Phong model: tor Speuas Refection
empeica mOda!
tormela tor
Is
Provide
oith the
ich he reteeteel irtensity (7spec)
(alulat cos^())
Ispec

whe
wle)
L: direction
the sutace
N; normal to

reeeted vauy
R: Direetion
ot obsewe
pireciton
9: Ane between L and R
ween
betwen R and
R and V
: Avale
colu moael
model i
Co tor colors trom a
tt
whole Yange
Creating a Colors .
Snal set tt P mary
ot coloT moolo
typ
o lor moool
OAddi-ti ve
modde!
Suo tractue colos
modo
Additive Colow dis play coor
we
iht to models
* color mode
n addtive
perceived transmi
color s tted Uht

mode
(2 Subtrotie coloY
tra ctine model
Vse ?n sub
puceived
ColosS
ratleeted tiht
the

mo dels
model
rGB

Coor model
3! HsV
4 y£&

Color model
addive coloy model.
RGB {s
is
for comp utee displa Lyt to
display Colo
t ColoY xesut frorn transmite it
RGB colo CombintiOn
Yelow
Gxeen (as5) + Rod (55) =
Green (as5) + Blue (9s5) Cyan
magenta
Red (9sS)+ Blue (955)=
4 Green (9ss)+ Bue (ass) w te
Dot C S5)
oYm
se-9een bwe model ?s
The
coloy Cube
Gveen
Cyan
Yellbw wwito

Blue

Red Magenta
to (Y 9,2) is
ConveSSiOn fom (RiG,B)
[Link] (yyrZY)
iven via the
(Yg:9 24) and (1byb Zb)e ot CRT:
matHx
mtiplicati on via:
phosphor'i by
R

| 2

Lwmi ance (bntes


n the
cotor model
Pavamate
the
?ntor mation is contined
infor maion
whele chroma i t

(hue and parity


nto the
in corporated
qreen
Combinotion s e , bue cnd
?enie choose tor the y pon mety.
Blak uoite telouion moEtors we
ey he y signol
Paraete I conain OT ange Cy an hue
intornai o
Caxrie
qreen - magenta he intormati n
Conve ted i o a
An RGe signa Can be
teleision siqnal osing [Link]
ConveY ts RGB Vals A0A to YIQ as
YLQ to RGB

O69
-064
-0:QA2
| +03

fom RGB to IQ

O299
5 O"321

O 212

HSV coet mode


Saturati on, value .y coor Patametes
HSV color nodel baed in
CoOr din atos

t0 360 degree with


It Tange
sed. at daaee )geen at a0 degree
blue at a40 dogree.
Sotur atti on Colo Range trom o to 100.
co lor Yange trom to l0o/.
HSV mo eleli
The
the RGB Cube
deived fom

yan
yelow
Rad
Bue
Magenta
color Hexagon

Cmyk coot mooel


4
coor modal
Subtractiue Oet printing
in
* stondad colot nodal used
color docunent
tull

C- Cy an
m- Maserta
y- Yellow
K- ints
added to the mn
key)
elack ink (k- not be a ceurately
* cold
becaue t thiee inks
theothas
veproduced wing n
ohd bla ck
, masenta , Yellow
’ yan shich creates a vasety
varios degrees
d'teent coos
carely
it is wed tor bwins
s tickeYS, Postes ete
stoti on ary
Foyon Rendeting Method
* Rendeing ving prope internty
at each poit n 9raphi cal obect to
nako;t look Like eal world objet
Dteent Pendeing mthodu ae,
1) contant Iteiy shading
a) qourad shading
3) Phong shading
A) fast Phong shading
Cowtant Intenity shadi ng

Faut and imple mthod


A singe itenity cal culated tor
poit, each peyoon.
Polygon oe displayed with tha
intennty vau

uminti n the olaject


sugiceriy kas tom the tae.
he
viesi posttion
ositin 's suttici enthy
ta om tha Syae.
Gousad shading
,fntenity intex polati on crheme developed bu
Go urad
urfae by inla,
s Ripresent, a poygon
-he poyyon
intepolatng itehn ty
Suagace each poygon a
Jrtensity va to
matched with adjaet peygon along
commen edaes
that
the intenirtydis Continity
eiminae
Can DCCUY
in tat shadn
S epeyented by the
Pol gon
fellooing calulsiony:
each
ve ctor at
Detemine the awera
poyson vestex tÓ ach
luninatin -mdel
-the verstex intenity.
Vertex to
CallloTe the

Acdvantag:
enoee ntenity dic ontiuities
t
a sociated with Hat chadig

Disadvantaye:
the stace e sme tine
tohliqkh On

displayed tn ireula shapes


phong shaling intee polation shaoling
Norma vectoY

Phon
Aciroti mothod
more reaistic hiit
Display
Ro duce Match band ehhect
hoTmal Vettor
4Inepolte
iluninnati on.
and -then,

Poygon sutaee epreyenttd bythe toloiy


Caleulationt
unit ve toy ot ea ch
Detenine
poyon vertex
lunination nodel to Rah
* Arpl H
to calculato t the
ete intenity.
vete

Scalne

fost Phong shadiug


uting
30 engine
Co m on
phong shaaling
30 ysten.
Tt is f autes and eaie way to ap proximate
caleulation
the intengity
* Suat Qce rending Can be s eod
by uing approximation n the luminaibn
Mode fo Calelation .
vectoY.
4he nor ma
Rerdeing is 6au teg than
phong 'shading

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