Lecture outline:1.What we have learnt so far?2.Geometry sub-system and Raster sub-system3.Looking at the OpenGL machine diagram4.Some new stuffWhy this lecture?•As a review of standard graphics pipeline for you•Knowing how the hardware works helps better and faster programming
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
has intentionally blurred sections.
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