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Started by Info-Graphics-Request
Sun, 23 Nov 1986 11:00
Info-Graphics Digest
Author: Info-Graphics-Request
Date: Sun, 23 Nov 1986 11:00
Date: Sun, 23 Nov 1986 11:00
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6641 bytes
Info-Graphics Digest Sun Nov 23 03:00:19 PST 1986
- Send submissions to Info-Graphics@ADS.ARPA
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Today's Topics:
Re: Line-Polygon Intersection
Rendering Workshop, Call for Participation
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Date: Wed, 19 Nov 86 22:54:48 EST
From: garry@tcgould.tn.cornell.edu (Garry Wiegand)
Subject: Re: Line-Polygon Intersection
Organization: Cornell Engineering && Flying Moose Graphics
In a recent article scm@onion.cs.reading.Ac.Uk (Stephen Marsh) wrote:
>... What I need is NOT the line-plane intersection point,
>but an algorithm which tests to see if the intersection point
>is contained within the 3D polygon.
{ Warning: yet another description of point-in-polygon coming! }
The simple minded approach is to project it down into a convenient
2-D plane and apply the usual point-in-polygon algorithms. For
example, given the 3-D intersection point and polygon, and given
(for this example) that the polygon is not perpendicular to the
XY plane, project it down into that plane. Do this by ignoring
the Z-values!
Once there, start anywhere on the polygon and walk around. At each
step, test to see if the edge passes above-to-below or below-to-above
with respect to the test point. (Note: For purposes of "passing", the
start vertex of the edge does NOT count, and the end vertex DOES count.)
If it *does* pass, figure whether it passes to the left or right of the
test point: If the test edge is horizontal and includes the test point,
declare it "in" and exit. If the edge is horizontal and doesn't include the
test point, forget it. If it's not horizontal, see if the edge is completely
left or right of the test point. If it's not completely left or right, then
compute the intersection with the horizontal and see whether *that* is
left or right. If the intersection is right on top, declare the point "in"
and exit.
Remember how many times you pass to the left, say. If this ends up odd,
the point's in. Otherwise it's out.
In the normal "in" case you'll need to compute maybe *one* edge/axis
intersection.
Whew. (We need a picture.)
You can improve the computation with bounding boxes and other such
tricks. If you know the polygon's convex, you of course won't need
a counter, and you'll only need to look at at most (n+1)/2 edges
(often far fewer) (exercise left for the reader.)
(If you're working in floating-point, be careful about tests-for-
equality!)
(If the original polygon WAS perpendicular to the XY plane, project into
the YZ plane, say, and apply a tweaked version of the above algorithm.)
I trust I've been complete. Wonder if it's right - I've never gotten
around to reading about this subject (who said computer graphics
wasn't ffun ? :-)
garry wiegand (garry%cadif-oak@cu-arpa.cs.cornell.edu)
------------------------------
Date: Wed, 19 Nov 86 21:18:40 cst
From: ihnp4!sask!peachey@ucbvax.Berkeley.EDU (Darwyn Peachey)
Subject: Rendering Workshop, Call for Participation
Workshop on Rendering Algorithms and Systems
Call for Participation
A limited attendance workshop on rendering algorithms and
systems will be held on Sunday, April 5 and Monday, April 6,
1987 in conjunction with the CHI + GI '87 Conference in
Toronto.
The workshop will begin with the presentation of ``position
papers'' by each participant. Subsequent group discussion
will focus on current practice and promising new techniques
in rendering, with the goal of producing a taxonomic
breakdown of the rendering process, placing current
techniques in context. Discussion will be directed to
determining the relationships (ideal and actual) among the
various sub-problems which must be solved by any rendering
system, for example:
o+ modeling and representation
o+ hidden-surface algorithms, including scan conversion
o+ illumination models and shading
o+ system considerations
Individuals wishing to participate in the workshop may
request an invitation by submitting a two to four page
position paper discussing the taxonomy of rendering
techniques, or the relationship of the author's own work to
other rendering techniques.
The workshop report, listing the participants and
summarizing the discussion, will be presented at the
Conference and submitted for publication in the SIGGRAPH
newsletter, _C_o_m_p_u_t_e_r _G_r_a_p_h_i_c_s.
Position papers are due no later than DDDDeeeecccceeeemmmmbbbbeeeerrrr 11115555,,,, 1111999988886666....
Three copies of each paper should be sent to the workshop
organizer:
Darwyn Peachey
Dept. of Computational Science
86 Commerce Building
University of Saskatchewan
Saskatoon, Saskatchewan
CANADA S7N 0W0
Invited participants will be notified by February 1, 1987
and will be sent copies of the selected position papers and
a final agenda for the workshop.
Questions may be directed to the following addresses:
PHONE: (306) 966-4909
UUCP: {ihnp4,alberta,utcsri}!sask!peachey
BITNET: peacheyd@sask
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End of INFO-GRAPHICS
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