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Computer Aided Design AND Manufacturing
Computer Aided Design AND Manufacturing
Computer Aided Design AND Manufacturing
AND
MANUFACTURING
Co-ordinate Systems used in Graphics
2
Transformations
• Transformations are used to move that object, scale it
and rotate it
• 2D Transformations
• 3D Transformations
3
Translation
• Translation involves moving the element from one
location to another.
x’ = x + m, y’ = y + n y 6
Matrix notation 4
(x’ , y’) = (x , y) + T 2
T = (m , n) – Translation matrix 0
1 2 3 4 5 6 7 8 9 10
x
Note: House shifts position relative to origin
4
Scaling
• Scaling of an element is used to enlarge it or to
reduce its size.
(x’ , y’) = (x , y) S
S= (Scaling Matrix)
y
6
3 6 9
3 3
2
1 2 3
1 1
0
1 2 3 4 5 6 7 8 9 10
x
Note: House shifts position relative to origin
5
Rotation
• The points of an object are rotated about the origin by
an angle θ
(x’ , y’) = (x , y) R
R=
y
6
2
1 6
0
1 2 3 4 5 6 7 8 9 10
x 6
Reflection
• A reflection is a transformation that produces a mirror
Image of an object. The mirror image for a 2-D
reflection is generated relative to an axis of reflection by
rotating the object 1800 about the reflection axis
7
8
Concatenation
9
Homogeneous Transformations
• A point (x, y) can be re-written in homogeneous
coordinates as (xh, yh, h)
• The homogeneous parameter h is a non-
zero value such that:
10
11
House (H )
1 2
3 4
12
1 0 0 cos sin 0 1 0 0 x
0 1
0 sin cos
0 0 1
0 y
Tx Ty 1 0 0 1 Tx Ty 1 1
13
View Port
View Port
15
Clipping
Clipping
• Clipping is the process of determining the visible
portions of a drawing lying within a window.
17
Cohen Sutherland Method
• All the lines are classified to see if they are in, out or
partially in the window by doing an edge.
• The end points of the line are classified as to where
they are with reference to the window by means of a
4 digit binary code.
• The code is termed as TBRL.
T = 1, 0 otherwise : above
B = 1, 0 otherwise : below
R = 1, 0 otherwise : right
L = 1, 0 otherwise : left
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19
• The line is inside the window if both the end points
are equal to “0000”
• The line is outside the window if both the end points
are not equal to “0000”
• The lines which are partially inside the window, they
are split at the window edge and discard the line
segment outside the window
20
Sutherland Hodgman Polygon Algorithm
22
S
S
P
I
P
Save Point P Save Point I
P S
I P
S
No Points Saved Save Points I & P
23
Hidden Line
Hidden
Line
Removal
Hidden line Removal
• Determination of hidden edges & surfaces-challenging
problem in computer graphics
• Removal algorithm – built into local hardware processors of
graphic display to speed up their execution
• Removal algorithm – two types i.e. Hidden line & hidden
surface
• Former supports vector devices while latter supports raster
display
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28
Classification of HLR Algorithm
1. Object-Space Algorithms: (the object definition directly visibility
is decided by Line of surface by line or surface)
Back-Face Removal
Depth Sorting (Painter Algorithm)
Area Subdivision (Quadtrees and Octrees)
Binary Space Partition Trees
2. Image-Space Methods algorithms (the projected image visibility
is decided point by point)
Depth Buffer (Z-buffer)
Scan-line
Depth sorting (Painter Algorithm)
29
Back-Face Removal
Back-face Removal
• If the interior of the polyhedron is not exposed by the front
clipping plane then those polygons whose surface normal points
away from the camera (observer) lie on a part of the polyhedron
which is completely blocked by other polygons that are closer.
Such invisible faces called back faces can be eliminated from
processing leaving all the front faces.
• 50% of the surfaces removed from the database, which can then
be processed by the other algorithms
31
DEPTH-BUFFER METHOD
• compares surface depths at each pixel position on the
projection plane.
• This procedure is also referred to as the z-buffer method
• It utilizes the principle that for each of the pixel locations, only
that point with the smallest z-depth is displayed.
Normalized view volume
yv
xv
zv
front =
visible pixel View plane
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• for each pixel position (x, y) on the view plane, object depths can
be compared by comparing z values.
• Surface S1, is closest at this position, so its surface intensity
value at (x, y) is saved.
• A depth buffer is used to store depth values for each (x, y)
position as surfaces are processed, and the refresh buffer stores
the intensity values for each position.
• Initially, all positions in the depth buffer are set to 0 (minimum
depth), and the refresh buffer is initialized to the background
intensity.
• Each surface listed in the polygon tables is then processed, one
scan line at a time, calculating the depth (z value) at each (x, y)
pixel position. 33
• It is simple
• Amount of storage required
• It is difficult in implementing anti-aliasing, transparency and
translucency effects.
• Pre-filtering antialiasing techniques is not easily available
• Transparency and translucency effects, the pixels may be
written to the frame buffer in incorrect order, leading to error.
34
Painters algorithm (Depth-Sort)
• This utilises the principles of principle of painting the polygons
into the frame buffer in the order of decreasing distance from the
viewpoint.
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• Sort all the polygons according to the smallest z-coordinate of
each
• Resolve the ambiguities when the z-coordinates of the polygons
overlap, by splitting the polygons
• Scan and convert each polygon order from the back to front
yv
xv 37