# Pixel at different triangles and only show the

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Unformatted text preview: o compute the depth at each pixel •Can be computed by barycentric coordinates •Compare the depth of the pixel at different triangles and only show the closest one •This is called Z-buffering d1 d1’ α'd1’+β’d2’+γ’d3’ d3 d2’ (α,β,γ) d2 α d1+β d2 +γ d3 d3’ Exercise 1.What are the barycentric coordinates at point A and B? 2. What is the depth of the triangle surface at point B? Exercise Barycentric coordinates B (⅓, ⅓, ⅓), A(½, ⅝, -⅛) Depth at B = 5/3 Another usage : Shape Editing We can re-apply the same barycentric coordinates within a triangle when its shape is edited What about polygons with many vertices? •Can we compute barycentric coordinates for polygons with more vertices? •Can we compute barycentric coordinates for 3D meshes? -> Mean value coordinates Harmonic coordinates (generalized barycentric coordinates) Mean Value Coordinates •A good and smooth barycentric coordinates that can •smoothly interpolate the boundary values •Also works with concave polygons •There is also a 3D version Mean Value Coordinates •Can interpolate convex and concave polygons •Smoothly interpolate the interior as well as exterior Mean Value Coordinates •Can interpolate convex and concave polygons •Smoothly interpolate the interior as well as exterior Mean Value Coordinates •Can be computed in 3D •Applicable for mesh editing Overview Rasterization •Line Rasterization •Polygon Rasterization ●Scanline Algorithm ●Rasterizing triangles Edge walking ●Interpolation by barycentric coordi...
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## This document was uploaded on 03/26/2014.

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