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March ...

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THREE DIMENSIONAL GRAPHICS

3D PROJECTION
Projection - Transformation of points in a coordinate system of dimension n into points in a coordinate system of dimension less than n. 3D Projection - Mapping of 3D points to a 2D plane wo general et o s of Projection 1. Parallel Projection 2. Perspective Projection

3D PROJECTION

3D PROJECTION
PARALLEL PROJECTION
Coordinate positions are transformed to the ie plane along parallel lines Preser es relati e proportions of objects Displays accurate ie s of the arious sides of an object. T o types of Parallel Projection : . Orthographic Parallel Projection 2. Oblique Parallel Projection

3D PROJECTION

3D PROJECTION
PARALLEL PROJECTION
Orthographic Parallel Projection The direction of projection is perpendicular to the projection plane.
Vie

Plane

Most often used to produce front, side & top ie s of an object. Front, side & rear Orthographic projection Ele ation Top Orthographic projection Plan Vie

Used in Engineering & Architectural dra ings.

3D PROJECTION 3D Graphics

3D PROJECTION
ORTHOGRAPHIC PARALLEL PROJECTION
Top(Plan) Vie

Front Ele ation Vie

Side Ele ation Vie

3D PROJECTION

3D PROJECTION
PARALLEL PROJECTION
Orthographic Parallel Projection Axonometric Orthographic Projection: Displays more than one face of an object. y x

Vie

Plane

3D PROJECTION

3D PROJECTION
PARALLEL PROJECTION Oblique Parallel Projection
The direction of projection is not perpendicular to the projection plane.
Vie Plane

3D PROJECTION

3D PROJECTION PERSEPCTIVE PROJECTION


Points are transformed along projection lines that meet at the projection reference point . (i.e. lines converge to a vanishing point or at the center of projection.

3D PROJECTION

PERSEPCTIVE PROJECTION

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Depth Cueing


Realistic displays can be created by including the depth information of the object/picture during its representation( hich indicates hich is the front & hich is the back part in the picture). Depth information may be represented by arying intensity of the object according to their distances from the ie ing position. For farther objects Lo er intensities For Closer objects Higher intensities This is called the Depth Cueing. A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Visible Line Detection


Identification & display of only the isible lines or parts of lines Simple technique is to highlight the isible lines or to display them ith different colors. Another technique(commonly used in engineering dra ings) is to display non isible lines ith dashed lines or simply remo e the non isible lines. Also called Hidden line remo al technique. A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Visible Line Detection

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Visible Surface Detection


Identification of those parts of a scene that are isible from a chosen ie ing position. Done through surface rendering procedures. Also called Hidden surface remo al technique. Visible Surface Detection Algorithms Classification:
 

Object Space Method Image Space Method

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Visible Surface Detection

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Surface Rendering


Process of displaying objects realism. ith added Rendering has uses in architecture, ideo games, simulators, mo ie or TV special effects, and design isualization

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D Graphics

THREE DIMENSIONAL CONCEPTS Surface Rendering


Done by setting surface intensity of objects according to the lighting conditions in the scene and according to the assigned surface characteristics. Lighting Condition :  Intensity & position of light sources  General background illumination required for the scene. Surface Characteristics :  Degree of transparency  Roughness or smoothness of the surfaces A painting (The Piazza of St. Phong Shading, Gouraud Eg. Constant Intensity Shading,Mark, Venice) done by Canaletto in 1735-45 in one-point perspective. Shading

3D Graphics

THREE DIMENSIONAL CONCEPTS Surface Rendering

A painting (The Piazza of St. Mark, Venice) done by Canaletto in 1735-45 in one-point perspective.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
No single method for 3D object representation. Some general cases representations for: Simple Euclidean Objects like Polyhedron & ellipsoids - Polygon & quadric surfaces Designing aircraft ings, gears & other engineering structures ith cur ed surfaces Spline surfaces & construction techniques Representations of clouds, clumps of grass, & other natural objects - Procedural methods such as fractal constructions & particle systems Representation of internal features of objects such as those obtained from medical CT images - Octree encoding methods

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Solid objects can be represented in t o ays: Boundary representation (B-reps) : Describes a 3D object as a set of surfaces that separate the object from the en ironment. Eg- Polygon facets & Spline patches Space Partitioning representation : Describe the interior properties by partitioning the spatial region containing an object into a set of small, non-o erlapping, contiguous solids(usually cubes). Eg-Octree representation.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Polygon Surfaces : Most commonly used boundary representation scheme. A 3D object is represented as a set of surface polygons that enclose the object interior. Simple & effecti e as all surfaces of an object are described ith linear equations. For a polyhedron, polygon representation simply define the surface features of the object For other objects, surfaces are tessellated (or tiled) to produce the polygon mesh.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Polygon Tables: Each polygon surface is specified ith a set of ertex coordinates and associated attribute parameters. All the associated information of polygon are placed into tables. Consists of : Attribute Table & Geometric Data Table

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Polygon Tables: Attribute Table Consists of the attribute information for an object Includes parameters specifying the degree of transparency, surface reflecti ity & texture characteristics of the object. Polygon Tables : Geometric Data Table Consists of the ertex coordinates & parameters to identify the spatial orientation of the polygon surfaces. Includes a Vertex Table, an Edge Table & a Polygon Table

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Polygon Tables : Geometric Data Table Vertex Table : contains the coordinate alues for each ertex in the object. Edge Table : contains pointers back into the ertex table to identify the ertices for each polygon edge. Polygon Table : contains pointers back into the edge table to identify the edges for each polygon.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Polygon Tables : Geometric Data Table Vertex Table / Edge Table / Polygon Table :
VERTEX TABLE
V1 V2 V3 V4 : : : : x1, x2, x3, x4, y1, y2, y3, y4, z1 z2 z3 z4

EDGE TABLE
E1 E2 E3 E4 E5 : : : : : V1, V2, V2, V3, V1, V2 V4 V3 V4 V4

POLYGON SURFACE TABLE


S1 : E1, E2, E5 S2 : E2, E3, E4 V2

E1

E2 S2 E4 V3 E3

EXTENDED Further extension of EDGE TABLE edge table to include V1 E1 : V1, V2, S1 for ard pointers into the polygon table for E2 : V2,V4, S1,S2 E3 : V2, V3, S2 rapid identification E4 : V3, V4, S2 of common edges E5 : V1, V4, S1 bet een polygons

S1 E5 V4

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Polygon Meshes For objects other than polyhedrons, the surface facets can be represented through mesh function. One type of polygon mesh triangle strip  Produces n-2 connected triangles for the gi en coordinates of n ertices.

Fig. A triangle stripformed connecting 10 ertices.

ith 8 triangles

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Polygon Meshes Another type of polygon mesh Quadrilateral strip  Generates a mesh of (n-1) by (m-1) quadrilaterals, gi en the coordinates for an n by m array of ertices. Fig. Fig. A quadrilateral mesh containing 12 quadrilaterals constructed from a 5 by 4 input vertex array ertex

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Object Representation through triangle strip.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Blobby Objects : Objects that change shape frequently are blobby objects. Dont have fixed shape. Change their surface characteristics in certain motions or hen in contact ith other objects. Eg.- molecular structure, ater droplets & other liquid effects, melting objects & human muscles. Represented ith different models as distribution of functions over a region of space.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Blobby Objects :

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Blobby Objects : A surface function is defined as; F(x,y,z) = Where rk !
2 2

b e
k k

 ak rk

T ! 0
2

xk  y k  z k ,

Parameter T is some specified threshold, and parameters a & b are used to adjust the amount of blobbiness of the individual objects. Parameter b : - ve value produce dents + ve value produce bumps.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Blobby Objects : Some other blobby Objects generating models. Metaball Model - Describes composite objects as combination of quadratic density functions as; (1  3r 2 / d 2 ), if 0 r e d / 3 b 3 f (r ) ! b(1  r / d )2 , if d / 3 r e d 2 0 if r " d Soft Object Model 22r 2 17 r 4 4r 6   , if 0 r e d f (r ) ! 1  9d 2 9d 4 9d 6 0, if r " d

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Spline Representation : A flexible strip used to produce a smooth curve through a designated set of points. Provides methods to digitize dra ings for computer storage. Used to design curves & specify animation paths for the objects. Used for design of automobile bodies, aircraft & spacecraft surfaces. Interpolation & Approximation Splines: Each spline curve involves control points ( a set of coordinate positions), hich indicate the general shape of the curve.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Interpolation The control points are fitted ith piece ise continuous parametric polynomial functions such that the curve passes through each control point. Control Points

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Approximation The polynomials are fitted to the general control point such that the curve not necessarily passes through any control point. Control Points

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Cubic Spline Interpolation Method : Cubic splines are mostly used to set up paths for object motions or to provide a representation for an existing object or dra ing. Requires less calculations & memory & are more stable. Flexible for modelling arbitrary curve shapes. For n+1 control points specified coordinates; Pk=(xk,yk,zk), k=0,1,2,.......,n ith

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Cubic Spline Interpolation Method(Contd..) : Set of equations that describe the parametric cubic polynomial that is to be fitted bet een each pair of control points are; x(u)=axu3+byu2+cxu+dx y(u)=ayu3+byu2+cyu+dy z(u)=azu3+bzu2+czu+dz (o<=u<=1) here a, b, c & d are the coefficient values in the polynomial for each of the n curve section bet een the n+1 control points.
P1 Pk P2...... .... P0 Pk+1 ..... Pn

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Bezeir Curves / Splines : Involves approximation method to fit spline over any number of control points. The number of control points approximated and their relative determines the shape of the curve. to be position

As a rule, a Bezier curve is a polynomial of degree one less than the number of control points used: Three points generate a parabola, four points generate a cubic curve & so on.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Bezeir Curves / Splines : For (n+1) control points position; pk=(xk,yk,zk), ith k ranging from 0 to n. These coordinate points can be blended to p BEZ ( u ), 0 e u produce the follo ing position vector P(u), hich describes the path of an approximating Bezier polynomial function bet een p0 to pn. n ................(i) P ( u )! p BEZ (u), 0 eu e 1 k,n k !0 k The Bezier blending functions BEZk,n(u) are the Bernstein polynomials; BEZk,n(u) = C(n,k)uk(1-u)n-k, ................(ii)
k k ,n

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Bezeir Curves / Splines : here the C(n,k) are the binomial coefficients. C(n,k) = n!/k!(n-k)! ...............(iii) Equivalently, e can difine Bezier blending functions ith the recursive calculation as; BEZk,n(u) = (1-u) BEZk,n-1(u) + u BEZk-1,n-1(u) n>k>=1 ...............(iv) ith BEZk,k = uk, and BEZ0,k = (1-u)k Vector equation (i) represents a set of three parametric equations, for the individual curve coordinates: x(u) = xk BEZk,n(u) y(u) = yk BEZk,n(u) ................(v) z(u) = zk BEZk,n(u)

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes Bezeir Curves / Splines :

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes

Octrees :
Octrees are the hierarchical tree structures that are used to represent solid objects in some graphics system. Generally used in medical imaging or application that involve display of object cross sections. Each node in the octree corresponds to a region of 3D space.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes

Octrees :
Octree encoding for 3D is an extension of an quadtree encoding for 2D( in hich the 2D region, usually square, is divided into quadrants, i.e. each node in a quadtree has four data elements one for each quadrant. An octree encoding divides 3D space into octants & stores eight data element in each node of the tree. Individual elements are called volume elements or voxels.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes

Octrees :

FvDFH Figure 12.20

Voxels

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Some Object Representation Schemes

Octrees :

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Visible Surface Detection Algorithms : (Hidden Surface Elimination) Object Space Method Image Space Method
 Deals with object  Deals with the projected definitions directly. images.  Compares objects & parts  Visibility is decided point of objects to each other by point at each pixel within the scene position on the definition to determine projection plane. which surfaces are actually visible.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Visible Surface Detection Algorithms :
Image Space methods are usually used with the visible surface detection algorithms, whereas visible line detection algorithms are generally used by object space methods. Most of the algorithms use Sorting & Coherence methods. Sorting Mehtods facilitates depth comparisions by ordering the individual surfaces in a scene according to their distances form the view plane. Coherence Methods take advantagge of regulatities in a scene. Coherence refers to the degree to which parts of an environment or its projection exhibit local similiraties.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
y

Surfaces may be Back-Facing:


Back-Facing Polygon Viewer

Surfaces may be Occluding:

Viewer

Occluding Polygon

Occluded Polygon

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
y

Surfaces may be Overlapping:

Viewer

Surfaces may be Intersecting:

Viewer

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Visible Surface Detection Algorithms :

BACK FACE DETECTION :


Do not Render any Surface Oriented A ay from Vie er Back-Facing Polygon V Viewer N

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Back Face Detection:
A fast and simple object space method identifying the back faces of a polyhedron. Based on inside-outside tests. A point (x,y,z) is inside a polygon surface plane parameters A, B, C, D if Ax+By+Cz+D< 0 ...........(i) ith for

When an inside point is along the line of sight to the surface, the polygon must be a back face( e are inside that face and cannot see the front of it from our vie ing position)

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Back Face Detection:
Each surface has a normal vector. If this vector is pointing in the direction of the center of projection, it is a front face and can be seen by the vie er. If it is pointing a ay from the center of projection(i.e. When the direction of the normal is the same as the viewing direction), it is a back face and cannot be seen by the vie er. Then , a polygon V.N > 0 ill be a back face if ..........(ii)

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Back Face Detection:
That is, there are three possibilities: VN> 0 back face VN< 0 front face VN= 0 on line of vie Where N is a normal vector to a polygon surface ith Cartesian coordinates (A, B, C) and V is a vector in the vie ing direction from the eye (or camera) position. Let the vie ing direction be parallel to the vie ing zv axis, then V = (0,0,Vz) V.N = VzC ..........(iii) Where C is the z component of the normal vector.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
DEPTH BUFFER METHOD :
Image space method to detect visible surfaces. Compares the depths of surface at each pixel position on the projection plane. Also called as z-Buffer method, as the object depth is usually measured from the view plane along the z-axis. Usually applied to polygon surfaces but also can be applied to non-planar surfaces. Projection of polygon surface for each (x,y,z) position corresponds to the orthographic projection point (x,y) on the view plane, so the object depths can be compared to the z-values.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
DEPTH BUFFER METHOD :
This method requires two buffer areas a depth buffer and a refresh buffer. A Depth buffer stores values for each (x,y ) position during processing of surfaces. A Refresh buffer stores the intensity values for each corresponding (x,y) positions. Initially, all the depth buffer positions are set to 0 (minimum depth) and the refresh buffer is initialized to the background intensity. In this method, the z values range from 0 at the back clipping plane to zmax at the front clipping plane.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
DEPTH BUFFER METHOD :
At each (x,y) pixel position, the depth is calculated and its value is compared with the previously stored value in the depth buffer at that position. If calculated depth value > previous value in depth buffer Then, set depth(x,y) = z, refresh (x,y)= Isurf(x,y) where Isurf(x,y) is the projected intensity value for the surface at pixel position (x,y). The processing is done one scan line at a time. Depth values for a surface position (x,y) are calculated from the plane equation for each surface as; Z= ..................(i)

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
DEPTH BUFFER METHOD :
Then for any scan line, the adjacent horizontal (x) and vertical (y) values on the scan line both differs by 1. Since z is the depth of position (x,y) and if z be the depth of the next potition (x+1, y) along the scan line, then Z = Z = z The ration is constant for each surface.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
A-BUFFER METHOD :
Extension of the ideas in the depth buffer method Used in the surface rendering system. Overcomes the drawback of depth buffer method (that can only find one visible surface at each pixel position). That is, z-buffer only deals with opaque surfaces and cannot accumulate intensity values for more than one surface, as in transparent surfaces. Involves a linked list of surfaces at each pixel position. Each polygon r method includes; Depth field Intensity field

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
A-BUFFER METHOD :
Depth field stores a positive or negative real number Intensity field stores surface intensity information or a pointer value. Positive values for depth field specifies the single surface contribution to the pixel intensity. Negative values specify the multiple surface contribution to the pixel intensity.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Depth Sorting Method (Painters Algorithm):
Depth Sorting Method (Painters Algorithm): Uses both the image space and object space method and performs the following basic functions. i.) surfaces are sorted in order of decreasing depth. ii.) surfaces are scan converted in order, starting with the surface of greatest depth. Sorting operations are performed in both image and object space, and the scan conversion of the polygon surface is performed in image space.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Depth Sorting Method (Painters Algorithm):
Also called as painters algorithm as it follows the same technique as in painting in which an artist first paints the background colors, then adds the most distant objects and finally the closest objects. In this method, surfaces are sorted according to their reduced distance from the view plane. At first, the intensity values for the distant surface are entered into the refresh buffer and then the intensities of the succeeding surfaces.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Depth Sorting Method (Painters Algorithm):
If we consider the viewing direction along z axis, then the surfaces are ordered on the first pass according to the smallest z value on each surface and the surface S with the greatest depth is compared to the other stored surfaces to determine if there are any overlaps. If no overlap occurs, S is scan converted. Otherwise, reordering of surfaces is needed based on comparisions.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Visible line detection :
For display of only the object outlines, visibility tests are applied only to the surface edges and this process of determining visibility of object edges is called as visible line detection or the hidden line removal, also referred to as wireframe-visibility methods. The hidden edges are represented as dashed lines. Each line is compared to each surface and we determine which sections of lines are hidden by surfaces. For each scan line, depth values are compared to the surfaces to determine which line sections are not visible.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Visible line detection :
When both line intersections with the projection of a surface boundary have greater depth than the surface at those points, the line segment between the intersections is completely hidden. When a line has greater depth at one boundary intersection and less depth than the surface at the other boundary intersection, then the line must penetrate the surface interior.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Scan line method :
Image space method for removing hidden surfaces. Usually deals with polygon surfaces. Involves polygons with multiple surfaces Processing is done along each scan line and all polygon surfaces intersecting that line are examined to determine which are visible. At each scan line, depth calculations are made for each overlapping surface and the intensity value of the surface nearest to the view plane is stored into the refresh buffer. This process also involve polygon table & the edge table.

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Scan line method :
In order to determine the surfaces crossing the scan line, an active list of edges is set up using the edge table. The active list will contain only edges that cross the current scan line, sorted in order of increasing x. Further, a flag is defined for each surface which is set on or off to indicate whether a position along a scan line is inside or outside of the surface. Processing of scan line is from left to right and the flag is set on at leftmost boundary of the surface while at the rightmost boundary , it is set off.

In the figure above, the active list of z surfaces s1 & s2 conntains edges AB, BC, EH & FG 3D PROJECTION 3D Graphics Between edges AB & BC, only the flag of surface s1 is on, so no depth calculations is needed and intensity information for surface s1 is

3D OBJECT REPRESENTATION
Scan line method :

In the figure above, the active list of z surfaces s1 & s2 contains edges AB, BC, EH & FG .

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Scan line method :
Between edges AB & BC, only the flag of surface s1 is on, so no depth calculations is needed and intensity information for surface s1 is entered form the polygon table into the refresh buffer. Between edges EH & FG, only flag for s2 is on Since no other positions along scan line 1 intersect surfaces, so intensity values in the other areas are set to the background intensity. Similarly, for scan line 2, edges inactive list are AD, EH, BC & FG. From edge AD to EH, only flag for surface s1 is on

3D PROJECTION 3D Graphics

3D OBJECT REPRESENTATION
Scan line method :
Between edges EH & BC, flag for both surfaces is on here, depth calculation is needed. In the given example, depth of s1 < depth of s2 so intensities for s1 are loaded into the refresh buffer until boundary BC is reached. Then between edges BC & FG, flag for s2 only is on and the intensities of surface s2 are stored.

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