Lecture 3 - The Graphics Pipeline (slides)

Lecture 3 - The Graphics Pipeline (slides) - Interactive...

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Interactive Computer Graphics: Lecture 3 The Graphics Pipeline: OpenGL and GLSL Thanks to Markus Steinberger, Dieter Schmalstieg and Bernhard Kainz
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Graphics Lecture 3: Slide 2 The Graphics Pipeline: High-level view Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Output: 2D image for framebuffer display Input: - geometric model - illumination model - camera model - viewport
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Graphics Lecture 3: Slide 3 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline: High-level view 3D models are defined in their own coordinate system Modeling transformations orient the models within a common coordinate frame (world coordinates)
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Graphics Lecture 3: Slide 4 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline: High-level view Vertices are lit (shaded) according to material properties, surface properties and light sources Uses a local lighting model
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Graphics Lecture 3: Slide 5 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline: High-level view Maps world space to eye (camera) space (matrix evaluation) Viewing position is transformed to origin and viewing direction is oriented along some axis (typically z )
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Graphics Lecture 3: Slide 6 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline: High-level view Portions of the scene outside the viewing volume (view frustum) are removed (clipped) Transform to Normalized Device Coordinates Eye space NDC
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Graphics Lecture 3: Slide 7 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline: High-level view The objects are projected to the 2D imaging plane (screen space) NDC Screen Space
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Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Rasterizes objects into pixels Interpolate values inside objects (color, depth, etc.) The Graphics Pipeline: High-level view
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Graphics Lecture 3: Slide 9 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline: High-level view Handles occlusions and transparency blending Determines which objects are closest and therefore visible Depth buffer
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