13_pipeline_proj

13_pipeline_proj - The Graphics Pipeline Projective...

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MIT EECS 6.837, Durand and Cutler The Graphics Pipeline: Projective Transformations
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MIT EECS 6.837, Durand and Cutler Today • Ray Casting / Tracing vs. Scan Conversion • The Graphics Pipeline • Projective Transformations
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MIT EECS 6.837, Durand and Cutler Last Week: • Finite Element Simulations – collisions, fracture, & deformation
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MIT EECS 6.837, Durand and Cutler Schedule • Final Project – Post your ideas on the web page – Meet with staff to talk about project ideas sign up for an appointment on Friday – Proposal due on Monday October 27 th • Friday October 24 th : Assignment 5 due • Office Hours this week: – Tuesday after class (Rob – student center) – Wednesday 7-9 (Patrick – student center) – Thursday after class (Fredo – student center) – Friday 3-5, student center (Barb – student center)
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MIT EECS 6.837, Durand and Cutler Questions?
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MIT EECS 6.837, Durand and Cutler Today Ray Casting / Tracing vs. Scan Conversion • The Graphics Pipeline • Projective Transformations
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MIT EECS 6.837, Durand and Cutler What have we done so far? • Ray Casting / Tracing – ray/primitive intersections – transformations – local shading (diffuse, ambient, BRDFs) – global effects (shadows, transparency, caustics, . .. )
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MIT EECS 6.837, Durand and Cutler Ray Casting / Tracing for every pixel, construct a ray from the eye for every object in the scene intersect ray with object find closest intersection with the ray compute normal at point of intersection compute color for pixel (shoot secondary rays) Grid Acceleration "Inverse-Mapping" Approach For each pixel on the screen go through the display list
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MIT EECS 6.837, Durand and Cutler Ray Casting / Tracing • Advantages? – Smooth variation of normal, silhouettes – Generality: can render anything that can be intersected with a ray – Atomic operation, allows recursion • Disadvantages? – Time complexity (N objects, R pixels) – Usually too slow for interactive applications – Hard to implement in hardware (lacks computation coherence, must fit entire scene in memory)
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MIT EECS 6.837, Durand and Cutler Can we render things interactively? • Of course! games, 3D modeling packages, architectural walkthroughs, assignment 5, etc.
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MIT EECS 6.837, Durand and Cutler How do we render interactively? • Use the graphics hardware (the graphics pipeline), via OpenGL, MesaGL, or DirectX • Most global effects available in ray tracing will be sacrificed, but some can be approximated. Image removed due to copyright considerations
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MIT EECS 6.837, Durand and Cutler Scan Conversion – Graphics Pipeline • Primitives are processed one at a time • Early stages involve analytic processing • Sampling occurs late in the pipeline • Minimal state required glBegin(GL_TRIANGLES) glNormal3f(. ..) glVertex3f(. ..) glVertex3f(. ..) glVertex3f(. ..) glEnd();
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MIT EECS 6.837, Durand and Cutler Scan Conversion – Graphics Pipeline
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This note was uploaded on 12/14/2011 for the course EECS 6.837 taught by Professor Durand during the Fall '03 term at MIT.

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13_pipeline_proj - The Graphics Pipeline Projective...

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