Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed.
Clip regions are commonly specified to improve render performance. A well-chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped."
In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window or frame. Clip regions can also be used to selectively control pixel rendering for aesthetic or artistic purposes. In many implementations, the final clip region is the composite (or intersection) of one or more application-defined shapes, as well as any system hardware constraints
In one example application, consider an image editing program. A user application may render the image into a viewport. As the user zooms and scrolls to view a smaller portion of the image, the application can set a clip boundary so that pixels outside the viewport are not rendered. In addition, GUI widgets, overlays, and other windows or frames may obscure some pixels from the original image. In this sense, the clip region is the composite of the application-defined "user clip" and the "device clip" enforced by the system's software and hardware implementation. Application software can take advantage of this clip information to save computation time, energy, and memory, avoiding work related to pixels that aren't visible.
In three-dimensional graphics, the terminology of clipping can be used to describe many related features.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
The students study and apply fundamental concepts and algorithms of computer graphics for rendering, geometry
synthesis, and animation. They design and implement their own interactive graphics program
The course will cover programming, numerical simulation, and visualization methods using Mathematica software. Students will be able to apply these skills to their currrent coursework, and prepared f
Computer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle. A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics .
The computer graphics pipeline, also known as the rendering pipeline or graphics pipeline, is a fundamental framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, whether it's for a video game or any other form of 3D computer animation, the graphics pipeline becomes instrumental in converting the model into a visually perceivable format on the computer display.
Core to many scientific and analytics applications are spatial data capturing the position or shape of objects in space, and time series recording the values of a process over time. Effective analysis of such data requires a shift from confirmatory pipelin ...
Coherent rendering in augmented reality deals with synthesizing virtual content that seamlessly blends in with the real content. Unfortunately, capturing or modeling every real aspect in the virtual rendering process is often unfeasible or too expensive. W ...
Boolean SAT solving can be used to find a minimum- size logic network for a given small Boolean function. This paper extends the SAT formulation to find a minimum-size network under delay constraints. Delay constraints are given in terms of input arrival t ...