Scan conversion, in computer graphics, is the process of converting a geometric representation of a primitive (like a line, circle, or polygon) into raster data or fragments. It essentially determines which pixels should be illuminated on a display device to best represent that primitive.
Here's a breakdown of the process:
Purpose of Scan Conversion
The primary purpose of scan conversion is to take abstract mathematical descriptions of shapes and translate them into a form that can be displayed on a pixel-based screen. Without scan conversion, we could only define shapes mathematically, but we couldn't see them.
Key Steps Involved
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Primitive Definition: The process starts with a geometric primitive defined by its vertices. For example, a line is defined by its two endpoints, and a triangle by its three vertices.
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Rasterization: This is the core of scan conversion. The algorithm iterates over the pixels that fall within the bounding box of the primitive. For each pixel, it determines whether the pixel lies inside the primitive.
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Fragment Generation: If a pixel is determined to be inside the primitive, a fragment is generated for that pixel. A fragment contains all the necessary information to render the pixel, including its color, depth, and texture coordinates. This information is typically interpolated from the attributes associated with the vertices of the primitive.
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Attribute Interpolation: Values such as color, texture coordinates, and normals are typically defined at the vertices of the primitive. Scan conversion algorithms interpolate these values across the surface of the primitive to determine the attribute values for each fragment. This ensures smooth shading and texturing.
Algorithms Used
Various algorithms are used for scan conversion, each optimized for different primitives:
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Line Drawing Algorithms:
- DDA (Digital Differential Analyzer): A simple algorithm that increments x or y based on the slope of the line.
- Bresenham's Algorithm: An efficient and accurate algorithm that uses integer arithmetic, making it faster.
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Polygon Filling Algorithms:
- Scan-Line Algorithm: Processes the polygon one scan line at a time, determining which spans of pixels lie inside the polygon.
- Edge Walking Algorithm: Follows the edges of the polygon to identify the pixels that should be filled.
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Circle Drawing Algorithms:
- Midpoint Circle Algorithm: An efficient algorithm based on the implicit equation of a circle.
Example: Line Scan Conversion (Bresenham's Algorithm)
Consider drawing a line from point (x1, y1) to (x2, y2). Bresenham's algorithm iteratively decides which pixel to choose to best approximate the line. It avoids floating-point calculations by using integer arithmetic to make decisions based on the distance between the true line and the possible pixel choices.
Significance
Scan conversion is a fundamental process in rendering pipelines. It's the bridge between the geometric world of models and the raster world of displays. Efficient scan conversion algorithms are crucial for achieving high frame rates in interactive applications like video games and simulations.
In summary,
Scan conversion transforms abstract geometric shapes into a pixel-by-pixel representation that can be displayed. It's a core component of computer graphics rendering, enabling us to visualize and interact with virtual worlds.