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我试图按照"On the Hardware Implementation of Triangle Traversal Algorithms for Graphics Processing" (Royer, Ituero, Lopez-Vallejo, & Barrio)(第4页)来实现锯齿形遍历算法三角triversal /光栅化。但是,论文中的解释对我来说是违反直觉的,我无法使其工作。
我试图实现一个有限状态机,但我无法弄清楚确切的状态。现在,我有(方向,e_1,e_2,e_3)其中e_n表示每个边缘的边缘测试输出。伪代码:
if (right, true, true, true):
x++; // Move towards right
else if (left, true, true, true):
x--; // Move towards left
else:
// This is where I stuck. There should be two cases where in one of them
// y goes down and x doesn't change direction, in the other case x simply
// flips its direction. But I wasn't able to figure it out.
任何帮助,将不胜感激!
编辑:我的努力到目前为止: 虽然边缘测试工作正常,但只有少部分图形被光栅化。
/// Zig Zag (not working)
int top_row = floor(fmin(y0, fmin(y1, y2)));
int bot_row = floor(fmax(y0, fmax(y1, y2)));
if (y0 > y1) {
swap(x0, x1); swap(y0, y1);
}
if (y0 > y2) {
swap(x0, x2); swap(y0, y2);
}
if (y1 > y2) {
swap(x1, x2); swap(y1, y2);
}
assert(top_row == floor(y0));
assert(bot_row == floor(y2));
bool direction = true;
bool changed = false;
int x = floor(x0); int y = floor(y0);
while (y <= bot_row) {
bool e1, e2, e3;
e1 = edge_test((float)x+0.5, (float)y+0.5, x0, y0, x1, y1) < 0.0f;
e2 = edge_test((float)x+0.5, (float)y+0.5, x1, y1, x2, y2) < 0.0f;
e3 = edge_test((float)x+0.5, (float)y+0.5, x2, y2, x0, y0) < 0.0f;
if ((e1 == e2) && (e2 == e3)) {
if (x < 0 || x >= width) continue;
if (y < 0 || y >= height) continue;
samplebuffer[y][x].fill_pixel(color);
if (direction) x++;
else x--;
} else if (changed) {
y++;
changed = false;
} else {
direction = !direction;
changed = true;
if (direction) x++;
else x--;
}
}
我试图实现这个,似乎它适用于常见的情况。然而,对于一些边缘情况,例如想象两个垂直堆叠的像素,例如$ p_1 $,$ p_2 $,并且三角形非常细,以至于它的两条边通过$ x_1 + 0.5,y_1 + 0.5 $和$ x_2 + 0.5,y_2 + 0.5 $。两个像素的边缘测试都会失败,并且当(x,y)从$ p_1 $到$ p_2 $时,状态_1被触发并且方向反转,可能导致x继续增加它自己与三角形的距离。我如何处理这个问题? –