Page 5 - Computer Graphics Handout
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2.14 Polygon Filling and Clipping Techniques ................................................................................................................ 83

              2.14.1 Seed Fill Algorithm .......................................................................................................................................... 83
              2.14.2 Edge Flag Algorithm ........................................................................................................................................ 83
              2.14.3 Polygon Clipping Algorithms ........................................................................................................................... 83

          SUMMARY AND NOTES...................................................................................................................................................... 84
          Exercises ............................................................................................................................................................................ 85

          Chapter 3  GEOMETRIC OBJECTS AND TRANSFORMATIONS ............................................................................................. 86
            3.1 SCALARS, POINTS, AND VECTORS ............................................................................................................................ 86

              3.1.1 Geometric Objects ............................................................................................................................................ 86
              3.1.2 Coordinate-Free Geometry ............................................................................................................................... 88

              3.1.3 The Mathematical View: Vector and Affine Spaces .......................................................................................... 88
              3.1.4 The Computer Science View ............................................................................................................................. 89
              3.1.5 Geometric ADTs ................................................................................................................................................ 89

              3.1.6 Lines .................................................................................................................................................................. 90
              3.1.7 Affine Sums ....................................................................................................................................................... 90

              3.1.8 Convexity .......................................................................................................................................................... 91
              3.1.9 Dot and Cross Products..................................................................................................................................... 91

              3.1.10 Planes .............................................................................................................................................................. 92
            3.2 THREE-DIMENSIONAL PRIMITIVES ........................................................................................................................... 93

            3.3 COORDINATE SYSTEMS AND FRAMES ..................................................................................................................... 95
              3.3.1 Representations and N-Tuples ......................................................................................................................... 96
              3.3.2 Change of Coordinate Systems ......................................................................................................................... 97

              3.3.3 Example Change of Representation ................................................................................................................. 99
              3.3.4 Homogeneous Coordinates ............................................................................................................................ 100

              3.3.5 Example Change in Frames ............................................................................................................................. 102
              3.3.6 Working with Representations ....................................................................................................................... 103
            3.4 FRAMES IN OPENGL ............................................................................................................................................... 105

            3.5 MATRIX AND VECTOR CLASSES .............................................................................................................................. 108
            3.6 MODELING A COLORED CUBE ................................................................................................................................ 108

              3.6.1 Modeling the Faces ......................................................................................................................................... 109
              3.6.2 Inward- and Outward-Pointing Faces ............................................................................................................. 109

              3.6.3 Data Structures for Object Representation .................................................................................................... 109
              3.6.4 The Color Cube................................................................................................................................................ 110


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