About: Clipping (computer graphics) is a research topic. Over the lifetime, 786 publications have been published within this topic receiving 12972 citations. The topic is also known as: clipping algorithm.
TL;DR: The geometric structure suggests a recursive descent, visible surface algorithm in which the computation time potentially grows linearly with the visible complexity of the scene, and the range of complexity of an environment is greatly increased.
Abstract: The geometric structure inherent in the definition of the shapes of three-dimensional objects and environments is used not just to define their relative motion and placement, but also to assist in solving many other problems of systems for producing pictures by computer. By using an extension of traditional structure information, or a geometric hierarchy, five significant improvements to current techniques are possible. First, the range of complexity of an environment is greatly increased while the visible complexity of any given scene is kept within a fixed upper limit. Second, a meaningful way is provided to vary the amount of detail presented in a scene. Third, “clipping” becomes a very fast logarithmic search for the resolvable parts of the environment within the field of view. Fourth, frame to frame coherence and clipping define a graphical “working set,” or fraction of the total structure that should be present in primary store for immediate access by the visible surface algorithm. Finally, the geometric structure suggests a recursive descent, visible surface algorithm in which the computation time potentially grows linearly with the visible complexity of the scene.
TL;DR: A new family of clipping algorithms is described, able to clip polygons against irregular convex plane-faced volumes in three dimensions, removing the parts of the polygon which lie outside the volume.
Abstract: A new family of clipping algorithms is described. These algorithms are able to clip polygons against irregular convex plane-faced volumes in three dimensions, removing the parts of the polygon which lie outside the volume. In two dimensions the algorithms permit clipping against irregular convex windows.Polygons to be clipped are represented as an ordered sequence of vertices without repetition of first and last, in marked contrast to representation as a collection of edges as was heretofore the common procedure. Output polygons have an identical format, with new vertices introduced in sequence to describe any newly-cut edge or edges. The algorithms easily handle the particularly difficult problem of detecting that a new vertex may be required at a corner of the clipping window.The algorithms described achieve considerable simplicity by clipping separately against each clipping plane or window boundary. Code capable of clipping the polygon against a single boundary is reentered to clip against subsequent boundaries. Each such reentrant stage of clipping need store only two vertex values and may begin its processing as soon as the first output vertex from the preceeding stage is ready. Because the same code is reentered for clipping against subsequent boundaries, clipping against very complex window shapes is practical.For perspective applications in three dimensions, a six-plane truncated pyramid is chosen as the clipping volume. The two additional planes parallel to the projection screen serve to limit the range of depth preserved through the projection. A perspective projection method which provides for arbitrary view angles and depth of field in spite of simple fixed clipping planes is described. This method is ideal for subsequent hidden-surface computations.
TL;DR: The continuum between images and geometry used in image-based rendering techniques suggests that image- based rendering with traditional 3D graphics can be united in a joint image and geometry space.
Abstract: In this paper, we survey the techniques for image-based rendering. Unlike traditional 3D computer graphics in which 3D geometry of the scene is known, image-based rendering techniques render novel views directly from input images. Previous image-based rendering techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative methods. The continuum between images and geometry used in image-based rendering techniques suggests that image-based rendering with traditional 3D graphics can be united in a joint image and geometry space.
TL;DR: Many practically important problems in computational geometry may be regarded as a generalization of "clipping," and may be formulated precisely in terms of a function called "membership classification."
Abstract: Many practically important problems in computational geometry may be regarded as a generalization of "clipping," and may be formulated precisely in terms of a function called "membership classification." This function operates on a pair of point sets called the reference and candidate sets; it segments the candidate into three subsets which are "inside," "outside," and "on the boundary of" the reference. Examples of classification problems include clipping, polygon intersection, point inclusion, and solid interference.