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Lecture_Chapter4_a

# Lecture_Chapter4_a - Chapter 3 Review Vertex Processor...

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Chapter 3 - Review 1 ECS 175 Chapter 3: Object Representation - Review 3D Triangles Clipped Triangles 2D Triangles Fragments We assumed a static 2D world After transformations and clipping We examined different types of input/object representations We learnt how to rasterize and render 2D polygons Vertex Processor Clipper and Assembler Rasterizer Fragment Processor vertices pixels

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Student Comment 2 ECS 175 Chapter 3: Object Representation - Review Solving ambiguous cases in Marching Quads/Cubes
Chapter 4 1. Introduction 2. The Computer Graphics Pipeline 3. Object Representation 4. Object Transformation 5. 3D – Projections, Camera, and Lighting 6. Scene Representation and Interaction 7. Advanced Texturing and Shading 3

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Coordinate Transformations 4 ECS 175 Chapter 4: Object Transformation Objects are typically modeled independently Objects are placed into a shared world Scene/World consists of collection of transformed objects Transformation avoids explicit recomputation of a ‘new’ object Typical transformations/operations on objects: Object placement (position, translation) Object orientation (rotation) Object scaling
When/Where are transformations performed? 5 ECS 175 Chapter 4: Object Transformation Vertex Processor Clipper and Assembler Rasterizer Fragment Processor Object Coordinates Normalized Device Coordinates Window Coordinates Clip Coordinates

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The Vertex Processor - Review 6 ECS 175 Chapter 4: Object Transformation Operates on vertices: “Transform” the object and place it in relation to camera Perform coordinate transformations Process per-vertex attributes (colors, etc.) OpenGL: Vertex Shader: Maps vertices to vertices (Tessellation – optional) Geometry Shader: Can create new primitives
Modeling Transform 7 ECS 175 Chapter 4: Object Transformation

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