Questions tagged [clipping]
The clipping tag has no usage guidance.
33 questions
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Why do GPUs divide clip space Z by W, for position?
Background:
I found that it is very easy to use a linear depth buffer, using only a slight modification to the canonical vertex transformation. The simplest method is found at the bottom of https://...
10
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0
answers
173
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How to describe the bi-directional links for the Weiler-Atherton algorithm?
My postscript interpreter currently implements the Hodgeman-Sutherland clipping algorithm but this is limited to simpler shapes and doesn't have a provision for utilizing various winding-number rules. ...
9
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1
answer
255
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How can I check if a polygon can completely contain a circle of a certain radius?
How can I check if a polygon (can also be irregular) can completely contain a circle of a certain radius? I do not want to actually draw a circle inside the polygon but just a boolean outcome whether ...
8
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1
answer
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Maximum number of vertices after clipping a triangle against an AABB
I clip a 3D triangle against a 3D Axis-Aligned Bounding Box (AABB) to obtain the largest planar polygon of the triangle contained in the AABB. My clipping algorithm is a (slightly modified) version of ...
6
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2
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Why does opengl perform clipping in clip coordinates?
Is there any reason why OpenGL performs primitives' clipping in clip coordinates? Can it be at least theoretically done in normalized device coordinates?
5
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2
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Could we dispense the near clipping plane?
Would it be, at least theoretically, possible to render without a near clipping plane? Could raytracing ignore this perchance?
Quite many budding 3d artists have a WTF moment the first time they ...
4
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1
answer
117
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Parametric line intersection test
I have the following question in an exam review and I am looking for feedback about how to approach the solution. Any advice will be highly appreciated.
"Using a parametric line intersection test, ...
4
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1
answer
2k
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Worst Case Scenario for Cohen-Sutherland Line Clipping Algorithm
I'm currently enrolled in an entry level Computer Graphics class, and as I'm studying for my final, I realize I have a question regarding the Cohen-Sutherland line clipping algorithm. I understand the ...
4
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1
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373
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How to interpolate vertices when clipping?
When we clip in homogeneous clip space, we have to generate a new vertex located at the intersection between the edge and the clip plane. We thus have to interpolate the $(x , y, z , w)$ position of ...
4
votes
1
answer
882
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Clipping for perspective projection
In the following two graphs,
the red lines are borders of the perspective-projection frustum,
the blue lines are to be rasterized,
the green lines are perspective-projection lines, which are wrong.
...
4
votes
1
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275
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Cohen-Sutherland Clipping
Specify individually the translation and scaling matrices required to transform a 2D
window of [Xmin=-234, Ymin=156] and [Xmax=66, Ymax=456] to a display viewport
of [Umin=45, Vmin=35] and [Umax=245, ...
4
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1
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594
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Data structure and algorithm for clipping triangulation with leaf nodes of an octree
I have an application in which I am using an octree to store a volume mesh of axis-aligned bounding boxes (AABBs).
Given a water-tight manifold triangle mesh, I need to:
find if an AABB is ...
3
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1
answer
739
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Why should you do homogenization after clipping?
Is it just so you avoid unnecessary divisions or are there other advantages as well?
I've just implemented the Sutherland–Hodgman clipping algorithm and read online that you should do homogenization ...
3
votes
1
answer
345
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Maximal and minimal no. of angles obtained from clipping a convex polygon with n angles
I'm trying to figure this out for my Computer Graphics course, but I find it very hard to understand.
I believe the minimum number of angles obtained from clipping a convex polygon with n angles is ...
3
votes
1
answer
471
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3D coordinates of intersection point in clipping for a rasterizer
When doing clipping in homogeneous coordinates, we need to find the coordinates of the intersection of the viewing frustum with the line to be clipped. This can be done easily if we want those ...
3
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1
answer
318
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Meaning of the parameter in a line-plane intersection in the space
The scenery is the following:
I have a polygon in the space, defined (the polygon) from your vertices. By 3 vertices of the polygon (non-aligned) revenue equation of the plane containing the polygon.
...
3
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1
answer
1k
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How to clip multiple tiled textures to polygon in Webgl / opengl
I have a bunch of planes each with their own texture in a grid. Currently I am rendering these as separate planes, each with their own texture, although I could use a single plane with multiple faces.
...
2
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1
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145
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Alternatives to Clipping in avoiding display problem
I know in computer graphic, we can set a world window in world coordinate system, and then mapping it to viewport which is the display window. Things that are not in the world window should not be ...
2
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1
answer
825
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Outcodes in Cohen-Sutherland Clipping Algorithm
What advantages do the outcodes offer in this algorithm ? Do they help in simplifying the algorithm ? Do they decrease the number of calculations ?
2
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1
answer
69
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What are the outcodes that would be assigned to these points?
In Cohen-Sutherland clipping, it assigns outcodes to the points on lines that are drawn to specify their orientation relative to the clipping window.
In the diagram below, I'm confused on what ...
2
votes
3
answers
685
views
Clipping circle and polygon and generate a CAD drawing
I'm developing a CAD drawing generator using C# and netdxf library (https://github.com/haplokuon/netDxf)
The app first performs boolean operations (specifically - union & subtraction) on polygons ...
2
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3
answers
652
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Fast clipping without clearing stencil buffer
I'm writing an OpenGL application that runs on a Raspberry Pi, i.e., a quite resource-limited system. Essentially, a few quads with RGBA textures are overlayed/alpha blended on top of each other with ...
1
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1
answer
275
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OpenGL layered rendering with multiple additional clip planes per view
I want to render a scene from multiple positions and orientations. I think the geometry shader is a good choice to not use the Vertex and tessellation shaders for each camera position again. So I want ...
1
vote
1
answer
587
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Rendering a volume that might be completely clipped in OpenGL
Suppose that I have some world-space volume (which we may assume is a convex polyhedron with a small number of vertices), and I want to render its intersection with the view frustum, such that every ...
1
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1
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151
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Using original vertices coordinates after clipping
Clipping is down in homogeneous clip space, therefore after multiplying the vertices by the model-view matrix. But as we do clipping in clip space, the position of the new vertices that we interpolate ...
1
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0
answers
137
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Clipping 3D Perspective matrix
I am trying to implement clipping in my simple renderer, but i have a trouble with setting the boundaries. I used the same projection matrix that is in OpenGL. The problem is, the vertices that are ...
1
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0
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142
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How to do clipping in 3D?
I have a list of vertices, I want to clip these inside the view frustum.
Here's what I am planning to do :
First I will loop through my list and check vertex $v$ for $|v.x| \le |v.w|$, $|v.y| \le |...
1
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0
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229
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Algorithm for clipping convex quadrilaterals
I'm dealing with hardware that uses quads as its polygonal primitive. Not triangles. A triangle can be expressed by setting 2 of the 4 vertices equal to each other for a degenerate quad.
For the 3D ...
0
votes
1
answer
291
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Finding vertices of the outer contour of intersecting polygons
I have a bunch of intersecting convex polygons, I want to find vertices of the outer contour of all those polygons. An individual polygon is not self-intersecting.
Could you please tell What could be ...
0
votes
1
answer
44
views
Clipping triangle normal direction
Trying to comprehend clipping algorithm given by
...
0
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1
answer
141
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Triangle Rasterization Shaking Issues
I am making a Software renderer, and I noticed that there is a screen shaking like effect happening. shown in the first video:
I tried doing filling without clipping against the small square, and the ...
0
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1
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91
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My projection matrix for OpenGL fails on non-symmetric boundaries
Assuming my viewing volume has x coordinates varies from l to r, and y varies from top to bottom, and finally z-axis varies n to f, I derived the following projection matrix:
...
0
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0
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317
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How to do clipping in camera space?
I don't even know where to start. So far, the only progress I have gotten is checking the z value of each vertex of each triangle. If all three vertices' z values > absolute value of far or < ...