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Clipping in Homogeneous Coordinates

Last Updated : 16 Feb, 2023
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Clipping in homogeneous coordinates is a method used in computer graphics to remove any part of a 3D object that is outside of the viewing frustum (the visible area of the 3D scene). This is done by transforming the 3D object into homogeneous coordinates and then applying a series of clipping planes to remove any parts of the object that are outside of the viewing frustum.

The steps of clipping in homogeneous coordinates are as follows:

  1. Convert the original 3D coordinates of the object into homogeneous coordinates by adding a fourth dimension to the coordinates. This fourth dimension represents the weight of the vertex, and it is set to 1 for all visible vertices.
  2. Multiply the homogeneous coordinates of the object by the transformation matrix. This matrix is used to project the object onto the clipping planes.
  3. Test the transformed coordinates against the clipping planes using the equation: Ax' + By' + Cz' + Dw' = 0. If the result is greater than zero, it means that the vertex is inside the clipping plane, and it should be kept. If the result is less than zero, it means that the vertex is outside the clipping plane, and it should be discarded.

For example, let’s say we have a 3D object in the shape of a cube, and we want to apply clipping in homogeneous coordinates to remove any parts of the cube that are outside of the viewing frustum. The first step would be to convert the original 3D coordinates of the cube into homogeneous coordinates by adding a fourth dimension to the coordinates. Then, we would multiply the homogeneous coordinates of the cube by the transformation matrix, which would project the cube onto the clipping planes. Finally, we would test the transformed coordinates against the clipping planes to remove any parts of the cube that are outside of the viewing frustum.

So, clipping in homogeneous coordinates is a powerful method used in computer graphics to remove any part of a 3D object that is outside of the viewing frustum. It’s done by converting the 3D object into homogeneous coordinates and then applying a series of clipping planes to remove any parts of the object that are outside of the viewing frustum. This method is widely used in computer graphics to create realistic and efficient 3D animations.

(x y z w ) \begin{bmatrix} 1 & 0 & 0 &  0 \\ 0 & 1 & 0 &  0 \\ 0 & 0 & 1 & 1  \\ 0 &  0 & 0  & 1 \\ \end{bmatrix} = (x y z  z+w)

 Subtopics with test cases

  1. Conversion to Homogeneous Coordinates: The first step in clipping in homogeneous coordinates is to convert the original 3D coordinates of the object into homogeneous coordinates by adding a fourth dimension to the coordinates. This fourth dimension represents the weight of the vertex, and it is set to 1 for all visible vertices. For example, a vertex (x, y, z) is converted to (x, y, z, 1).
  2. Transformation Matrix: The next step is to multiply the homogeneous coordinates of the object by the transformation matrix, which is represented by the equation: [x' y' z' w'] = [x y z 1] * [a b c d] This matrix is used to project the object onto the clipping planes.
  3. Clipping Plane Equation: Finally, the transformed coordinates are tested against the clipping planes using the equation Ax’ + By’ + Cz’ + Dw’ = 0. If the result of this equation is greater than zero, it means that the vertex is inside the clipping plane, and it should be kept. If the result is less than zero, it means that the vertex is outside the clipping plane, and it should be discarded.

For example, let’s say we have a 3D object in the shape of a pyramid, and we want to apply clipping in homogeneous coordinates to remove any parts of the pyramid that are outside of the viewing frustum.

Step 1: The first step is to convert the original 3D coordinates of the pyramid into homogeneous coordinates by adding a fourth dimension to the coordinates. For example, a vertex with original coordinates (x, y, z) would be converted to (x, y, z, 1) in homogeneous coordinates.

Step 2: Next, we would multiply the homogeneous coordinates of the pyramid by the transformation matrix, which would project the pyramid onto the clipping planes. For example, a transformation matrix with coefficients a, b, c, and d would be used to project the pyramid onto the clipping plane represented by the equation Ax + By + Cz + D = 0.

Step 3: Finally, we would test the transformed coordinates against the clipping planes to remove any parts of the pyramid that are outside of the viewing frustum. For example, a vertex with transformed coordinates (x’, y’, z’, w’) would be tested against a clipping plane represented by the equation A(x’) + B(y’) + C(z’) + D(w’) = 0. If the result is less than zero, it means that the vertex is outside the clipping plane and should be discarded.

 

Approaching the topic in different ways with test cases

  1. Clipping in 2D: One approach to clipping in homogeneous coordinates is to perform the clipping in 2D, by only considering the x and y coordinates of the object. This can be done by setting the z and w coordinates to 1 and then applying the clipping test to the x’ and y’ coordinates. For example, a point in 2D space with coordinates (x, y) would be converted to (x, y, 1, 1) in homogeneous coordinates, and then tested against a clipping plane represented by the equation A(x’) + B(y’) + C = 0.
  2. Clipping in 3D: Another approach is to perform the clipping in 3D, by considering all the x, y, and z coordinates of the object. This can be done by applying the clipping test to the x’, y’, and z’ coordinates. For example, a point in 3D space with coordinates (x, y, z) would be converted to (x, y, z, 1) in homogeneous coordinates and then tested against a clipping plane represented by the equation A(x’) + B(y’) + C(z’) + D = 0.
  3. Viewing Frustum Clipping: Another approach is to use a viewing frustum, which is a pyramid-shaped volume that defines the visible area of the 3D scene. This can be done by applying the clipping test to the transformed coordinates against the planes of the viewing frustum. For example, a point in 3D space with coordinates (x, y, z) would be converted to (x, y, z, 1) in homogeneous coordinates, and then tested against the left, right, top, bottom, near, and far planes of the viewing frustum.
  4. Test case: A common test case for Clipping in homogeneous coordinates is a 3D object of a cube, that is partially outside the view frustum. The cube’s vertices are tested against the planes of the frustum by the Clipping equation, if a vertex is outside the frustum, it is discarded and not rendered on the screen.

X = -1(Left) X = +1(Right) Y = -1 (Bottom) Y = +1 (Top)

x/w = -1 x/w = +1 y/w = -1 y/w = +1

w + x = 0 w - x = 0 w + y = 0 w - y = 0

Advantages 

  1. Efficient memory usage: Clipping in homogeneous coordinates is computationally efficient and requires less memory usage compared to other clipping methods.
  2. Flexibility: Clipping in homogeneous coordinates can be applied to 2D and 3D objects, making it a versatile method for various applications.
  3. Improved performance: Clipping in homogeneous coordinates improves the performance of the rendering process, by removing any parts of the object that are outside of the viewing frustum.
  4. Improved visual quality: Clipping in homogeneous coordinates improves the visual quality of the 3D scene, by removing any parts of the object that are outside of the viewing frustum.
  5. Clipping in 3D: Clipping in homogeneous coordinates is a powerful method to perform the clipping in 3D, by considering all the x, y, and z coordinates of the object and providing more accurate results.

Disadvantages 

  1. Complexity: Clipping in homogeneous coordinates can be complex to understand and implement, especially for those who are not experts in mathematics.
  2. Limited applicability: Clipping in homogeneous coordinates is not always suitable for all types of applications, such as animations that require a high degree of precision.

Applications 

  1. Computer graphics: Clipping in homogeneous coordinates is widely used in computer graphics to create realistic and efficient 3D animations.
  2. Computer-Aided Design (CAD): Clipping in homogeneous coordinates is also used in CAD to create smooth and natural-looking shapes.
  3. Computer-Aided Manufacturing (CAM): Clipping in homogeneous coordinates is also used in computer-aided manufacturing (CAM) to control the path of cutting tools.

 



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