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Unformatted text preview: LSU EE 7700-2 Set 1: Elements of Real-Time 3D Graphics Spring 2011 David Koppelman 1.1 Introduction This set of lecture notes covers elements of real-time 3D graphics, including the mathematics coordinate transformation and projection and the typical organization of such software. These notes will serve primarily to define terms and provide a basic description of what’s covered. If additional explanation is needed see the references. This set of notes covers elements of 3D graphics and the OpenGL specification. One omission from this set is the topic of texturing, that will either be covered in another set or added to this one later. 1.1.1 Demo Program Some parts of these notes refer to a sample program, named demo-4-lighting and available for viewing via http://www.ece.lsu.edu/gp/code/cpu-only/demo-4-lighting.html or from the course svn reposi- tory https://svn.ece.lsu.edu/svn/gp/cpu-only/ . This program implements all of the rendering pipeline in software and writes, not the real frame buffer (defined below), but a simulated one. 1.2 Overview 3D graphics is the display of representations of 3D objects on a monitor or some other display, as part of a game, training simulation, animation, etc. For Real-time 3D graphics the amount of time it takes to prepare a frame for display must be less than some threshold, perhaps 15 ms. The time restriction imposes limitations on what can be displayed and motivates the design of hardware (GPUs) that can prepare frames quickly enough. 1.2.1 Program Parts: Application, Rendering Pipeline, and Glue In these notes the term program will be used to refer to an entire piece of code, for example, an entire flight simulator program. The term application will refer only to those parts of a program not specifically concerned with visual display. The broader term application domain will refer to the application and the non-graphics-related expertise needed to develop it. For a flight simulator program that would include the expertise and code for determining aircraft engine speed, as well as things like aircraft position and speed. The term rendering pipeline will refer to the part of the program which converts some generic visual description (the positions of zillions of triangles, etc) into an image. The rendering pipeline might just be software running on the CPU, or it could be partly implemented as hardware. The application might be written by aerospace engineers, the rendering pipeline would be written and designed by programmers and computer engineers. Between the application and rendering pipeline might be some glue software that takes representations of, say, airplane position and scenery provided by the application and converts it into the generic form used by the rendering pipeline....
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This note was uploaded on 01/03/2012 for the course EE 7700 taught by Professor Staff during the Spring '08 term at LSU.
- Spring '08