09-renderpipe

09-renderpipe - Lecture 10 Graphics Rendering Pipeline...

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Lecture 10 Graphics Rendering Pipeline
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Lecture outline: 1. What we have learnt so far? 2. Geometry sub-system and Raster sub-system 3. Looking at the OpenGL machine diagram 4. Some new stuff Why this lecture? As a review of standard graphics pipeline for you Knowing how the hardware works helps better and faster programming
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What we have learnt so far? 1. Hierarchical Modeling for the geometry Vertices, Normals, Texture coordinates, etc. Rendering primitives: points, lines, triangles, … 2. Transformation & Clipping: 1) Modelview Matrix (world to eye coordinates) 2) Projection Matrix (eye to clip coordinates) 3) Clipping (inside/outside viewing frustum?) 4) Perspective Division (1/w) (clip coordinates to NDC) 5) Viewport transform (NDC to screen coordinates) Note: Ray tracing is not part of OGL
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What we have learnt so far? 3. Lighting & Color: If lighting enabled, Specifying light source properties (positions, colors, etc.) Specifying surface material properties (emission, ambient, diffuse, and specular) The illumination model to yield the fragment color (OGL illumination model differs from Phong illumination model a little bit) •E l s e glColor is the fragment color 4. Rasterization of primitives and Interpolative shading
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09-renderpipe - Lecture 10 Graphics Rendering Pipeline...

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