Title: CPSC 441: Computer Graphics Hidden Surface Removal
1CPSC 441 Computer Graphics Hidden Surface Removal
23D Rendering pipeline
Modeling transformation
lighting
Viewing transformation
Project transformation
Clipping
Scan conversion
Image
33D Rendering pipeline
Modeling transformation
Transform into 3D world system
Illuminate according to lighting and reflectance
lighting
Transform into 3D camera coordinate system
Viewing transformation
Transform into 2D camera system
Project transformation
Clip primitives outside cameras view
Clipping
Draw pixels (includes texturing, hidden surface,
etc.)
Scan conversion
Image
43D Geometry Pipeline
View space
World space
Object space
Normalized project space
Image space
4
5Hidden Surfaces
6Hidden Surfaces
7Hidden Surfaces
8Outline
- Backface Culling
- Painters algorithm
- BSP
- Scanline
- Z-buffer
- Ray casting
- Required reading section 9-1 to 9-11
9Backface Culling
10Backface Culling
view direction
11Backface Culling
view direction
12Backface Culling
view direction
13Backface Culling
, draw polygon
view direction
14Backface Culling
, cull polygon
view direction
15Backface Culling
- Is this all we have to do?
16Backface Culling
- Is this all we have to do? No!
- Can still have 2 (or more) front faces that map
to the same screen pixel
17Backface Culling
- Is this all we have to do? No!
- Can still have 2 (or more) front faces that map
to the same screen pixel - Which actually gets drawn?
18Backface Culling
- Advantages
- Improves rendering speed by removing roughly half
of polygons from scan conversion - Disadvantages
- Assumes closed surface with consistently oriented
polygons - NOT a true hidden surface algorithm!!!
19Painters Algorithm
- Basic idea similar to oil painting
- - draw background first
- - then most distant object
- - then nearer object
- - and so forth
20Painters Algorithm
- Sort polygons according to distance from viewer
- Draw from back (farthest) to front (nearest)
- - the entire object
- Near objects will overwrite farther ones
21Painters Example
Sort by depth Green rect Red circle Blue tri
22Painters Algorithm
- Does anyone see a problem with this?
23Painters Algorithm
- Does anyone see a problem with this?
- - Objects can have a range of depth, not just a
single value - - Need to make sure they dont overlap for this
algorithm to work
24Painters Algorithm
- Does anyone see a problem with this?
- - Objects can have a range of depth, not just a
single value - - Need to make sure they dont overlap for this
algorithm to work
25Painters Algorithm
- Sort all objects zmin and zmax
26Painters Algorithm
- Sort all objects zmin and zmax
- If an object is uninterrupted (its zmin and zmax
are adjacent in the sorted list), it is fine
27Painters Algorithm
- Sort all objects zmin and zmax
- If an object is uninterrupted (its zmin and zmax
are adjacent in the sorted list), it is fine - If 2 objects DO overlap
- 3.1 Check if they overlap in x
- - If not, they are fine
- 3.2 Check if they overlap in y
- - If not, they are fine
- - If yes, need to split one
28Painters Algorithm
- The splitting step is the tough one
- - Need to find a plane to split one polygon so
that each new polygon is entirely in front of or
entirely behind the other - - Polygons may actually intersect, so then need
to split each polygon by the other
29Painters Algorithm
- The splitting step is the tough one
- - Need to find a plane to split one polygon so
that each new polygon is entirely in front of or
entirely behind the other - - Polygons may actually intersect, so then need
to split each polygon by the other - After splitting, you can resort the list and
should be fine
30Painters Algorithm-Summary
- Advantages
- - Simple algorithm for ordering polygons
- Disadvantages
- - Splitting is not an easy task
- - Sorting can also be expensive
- - Redraws same pixel many times
31Binary Space Partitioning Trees
- Basic principle Objects in the half space
opposite of the viewpoint do not obscure objects
in the half space containing the viewpoint thus,
one can safely render them without covering
foreground objects
6
4
5
7
1
3
2
32Binary Space Partitioning Trees
- Basic principle Objects in the half space
opposite of the viewpoint do not obscure objects
in the half space containing the viewpoint thus,
one can safely render them without covering
foreground objects
-
6
4
5
7
1
3
2
33Binary Space Partitioning Trees
- Basic principle Objects in the half space
opposite of the viewpoint do not obscure objects
in the half space containing the viewpoint thus,
one can safely render them without covering
foreground objects
-
6
4
5
7
If we want to draw 5 correctly - we need draw
6 and 7 first, - then draw 5, - then draw
1,2,3,4
1
3
2
34Binary Space Partitioning Trees
- Basic principle Objects in the half space
opposite of the viewpoint do not obscure objects
in the half space containing the viewpoint thus,
one can safely render them without covering
foreground objects
-
6
4
5
7
If we want to draw 5 correctly - we need draw
6 and 7 first, - then draw 5, - then draw
1,2,3,4
1
3
2
We need to do this for every polygon Can we do
this more efficiently?
35Binary Space Partitioning Trees
- Basic principle Objects in the half space
opposite of the viewpoint do not obscure objects
in the half space containing the viewpoint thus,
one can safely render them without covering
foreground objects
-
6
4
5
7
If we want to draw 5 correctly - we need draw
6 and 7 first, - then draw 5, - then draw
1,2,3,4
1
3
2
We need to do this for every polygon Can we do
this more efficiently? BSP tree
36Binary Space Partition Trees
- BSP tree organize all of space (hence partition)
into a binary tree - - Preprocess overlay a binary tree on objects in
the scene - - Runtime correctly traversing this tree
enumerates objects from back to front - - Idea divide space recursively into half-spaces
by choosing splitting planes - Splitting planes can be arbitrarily oriented
37Binary Space Partition Trees (1979)
- BSP tree organize all of space (hence partition)
into a binary tree - - Preprocess overlay a binary tree on objects in
the scene - - Runtime correctly traversing this tree
enumerates objects from back to front - - Idea divide space recursively into half-spaces
by choosing splitting planes - Splitting planes can be arbitrarily oriented
38BSP Trees Objects
9
8
7
6
5
4
1
2
3
39BSP Trees Objects
9
-
8
7
6
5
4
1
2
3
40BSP Trees Objects
Put front objects in the left branch
-
9
-
8
7
6
9
8
5
6
1
4
2
3
7
5
4
1
2
3
41BSP Trees Objects
Put front objects in the left branch
-
9
-
8
7
6
9
8
5
6
1
4
2
3
7
-
5
4
?
?
1
2
3
42BSP Trees Objects
Put front objects in the left branch
-
9
-
8
7
6
9
8
5
6
7
-
5
4
1
4
2
3
1
2
3
43BSP Trees Objects
Put front objects in the left branch
-
9
-
8
7
6
9
8
5
6
7
-
-
5
4
1
4
2
3
9
?
?
4
1
2
3
44BSP Trees Objects
Put front objects in the left branch
-
9
8
7
6
-
-
5
4
9
8
5
6
1
4
2
3
7
1
2
3
45BSP Trees Objects
Put front objects in the left branch
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
9
5
6
2
4
7
46BSP Trees Objects
Put front objects in the left branch
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
47BSP Trees Objects
Put front objects in the left branch
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
When to stop the recursion?
48Object Splitting
- No bunnies were harmed in my example
- But what if a splitting plane passes through an
object?
49Object Splitting
- No bunnies were harmed in my example
- But what if a splitting plane passes through an
object? - - Split the object give half to each node
- - Worst case can create up to O(n3) objects!
50Polygons BSP Tree Construction
- Split along the plane containing any polygon
- Classify all polygons into positive or negative
half-space of the plane - If a polygon intersects plane, split it into two
- Recurse down the negative half-space
- Recurse down the positive half-space
51Binary Space Partition Trees (1979)
- BSP tree organize all of space (hence partition)
into a binary tree - - Preprocess overlay a binary tree on objects in
the scene - - Runtime correctly traversing this tree
enumerates objects from back to front - - Idea divide space recursively into half-spaces
by choosing splitting planes - Splitting planes can be arbitrarily oriented
52BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order?
53BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order 8
54BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order 8-gt9
55BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order 8-gt9-gt7
56BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order 8-gt9-gt7-gt6
57BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order 8-gt9-gt7-gt6-gt5
58BSP Trees Objects
Correctly traversing this tree enumerates objects
from back to front
-
9
8
7
6
-
-
5
4
1
-
-
-
1
2
3
3
8
5
6
6
2
-
-
2
4
7
9
Traversal order 8-gt9-gt7-gt6-gt5-gt3-gt4-gt2-gt1
59Building a BSP Tree for Polygons
- Choose a splitting polygon
- Sort all other polygons as
- Front
- Behind
- Crossing
- On
- Add front polygons to front child, behind to
back child - Split crossing polygons with infinite plane
- Add on polygons to root/current node
- Recur
60Building a BSP Tree
6
7
3
5
1
2
4
61Building a BSP Tree
6
7
3
5
1
2
4
1
b
2,34,5,6,7
62Building a BSP Tree
6
7
3
5
1
2
4
1
b
2,34,5,6,7
How to divide 2,3,4,5,6,7?
63Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-2, 6,5-2
2,4,5-1,7-1
64Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-2, 6,5-2
2,4,5-1,7-1
65Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2, 6,5-2
b
f
4,5-1
2
66Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-2, 6,5-2
7-1
b
f
4
2
b
5-1
67Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2, 6,5-2
b
f
4
2
b
5-1
68Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2, 6,5-2
b
f
4
2
b
5-1
69Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6,5-2
2
b
5-1
70Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
b
f
5-1
5-2
71Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
b
f
5-2
5-1
72Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
b
f
5-2
5-1
73Rendering with a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
How to traverse the tree?
b
b
f
4
6
2
b
f
5-2
5-1
74Rendering with a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
How to traverse the tree? - draw back
polygons - draw on polygons - draw front
polygons
b
b
f
4
6
2
b
f
5-2
5-1
75Rendering with a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
b
f
Traversal order
5-2
5-1
76Rendering with a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 6
5-2
5-1
77Rendering a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 6-gt(5-2)
5-2
5-1
78Rendering a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 6-gt(5-2)-gt(7-2)
5-2
5-1
79Rendering a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 6-gt(5-2)-gt(7-2)-gt3
5-2
5-1
80Rendering a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 6-gt(5-2)-gt(7-2)-gt3-gt(5-1)
5-2
5-1
81Rendering a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 6-gt(5-2)-gt(7-2)-gt3-gt(5-1)-gt4-gt(7-
1)-gt2-gt1
5-2
5-1
82Rendering a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
1
b
3
b
f
7-1
7-2
b
b
f
4
6
2
b
f
Traversal order 6-gt(5-2)-gt(7-2)-gt3-gt(5-1)-gt4-gt(7-
1)-gt2-gt1
5-2
5-1
83Rendering with a BSP Tree
- How to traverse the tree
- Draw back polygons
- Draw on polygons
- Draw front polygons
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
5-2
5-1
84Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
1
b
3
b
f
7-1
7-2
Do we need to build a new tree?
b
b
f
4
6
2
b
f
5-2
5-1
85Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
1
b
3
b
f
7-1
7-2
Do we need to build a new tree? - No, we use
the same tree if objects are static
b
b
f
4
6
2
b
f
5-2
5-1
86Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
1
b
3
b
f
7-1
7-2
Do we need to build a new tree? - No, we use
the same tree if objects are static How can we
traverse the tree?
b
b
f
4
6
2
b
f
5-2
5-1
87Rendering with a BSP Tree
- If eye is in front of plane
- Draw back polygons
- Draw on polygons
- Draw front polygons
- If eye is behind plane
- Draw front polygons
- Draw on polygons
- Draw back polygons
- Else eye is on plane
- Draw front polygons
- Draw back polygons
88Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
-
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order
5-2
5-1
89Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1
5-2
5-1
90Different View Point?
6
-
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1
5-2
5-1
91Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
-
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1
5-2
5-1
92Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
-
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1-gt2
5-2
5-1
93Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
-
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1-gt2-gt(7-1)
5-2
5-1
94Different View Point?
6
7-2
5-2
3
-
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1-gt2-gt(7-1)-gt4
5-2
5-1
95Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
-
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1-gt2-gt(7-1)-gt4-gt(5-1)
5-2
5-1
96Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1-gt2-gt(7-1)-gt4-gt(5-1)-gt3
5-2
5-1
97Different View Point?
6
7-2
5-2
3
7-1
5-1
1
2
4
1
b
3
f
b
7-1
7-2
b
b
f
4
6
2
f
b
Traversal order 1-gt2-gt(7-1)-gt4-gt(5-1)-gt3-gt(7-2)-gt
(5-2)-gt6
5-2
5-1
98Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
1
b
3
f
b
7-1
7-2
f
b
b
4
6
2
b
f
Traversal order?
5-2
5-1
99Building a BSP Tree
6
7-2
5-2
3
7-1
5-1
1
2
4
1
1
b
3
f
b
7-1
7-2
f
b
b
4
6
2
b
f
Traversal order? 1-gt6-gt(5-2)-gt(7-2)-gt3-gt4-gt(5-1)-gt
(7-1)-gt2
5-2
5-1
100Summary BSP Trees
- Pros
- Simple, elegant scheme
- No depth comparisons needed
- Polygons split and ordered automatically
- Only writes to framebuffer (i.e., painters
algorithm)
101Summary BSP Trees
- Cons
- Computationally intense preprocess stage
restricts algorithm to static scenes - Worst-case time to construct tree O(n3)
- Splitting increases polygon count
- Again, O(n3) worst case
- Redraws same pixel many times
- Choosing splitting plane not an exact science
102Improved BSP Rendering
- Take advantage of view direction to cull away
polygons behind viewer
103Improved BSP Rendering
- Take advantage of view direction to cull away
polygons behind viewer
View frustum
104Improved BSP Rendering
- Take advantage of view direction to cull away
polygons behind viewer
105Outline
- Backface Culling
- Painters algorithm
- BSP
- Scan line
- Z-buffer
- Ray casting
- Reading section 9-1 to 9-11