3D Graphics Pipeline: Modeling, Illumination, Viewing, Clipping, Projection, Rasterization, Slides of Computer Science

An overview of the 3d computer graphics pipeline, covering topics such as modeling transformations, illumination, viewing transformation, clipping, projection, and rasterization. It includes explanations of concepts like object space, world space, eye space, normalized device coordinates (ndc), scan conversion, and rasterization.

Typology: Slides

2012/2013

Uploaded on 03/22/2013

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Rasterization
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Rasterization

Final projects • Rest of semester

– Weekly meetings with TAs – Office hours on appointment

• This week, with TAs

– Refine timeline – Define high-level architecture

• Project should be a whole, but subparts should be

identified with regular merging of code

Modeling Transformations

• 3D models defined in their own

coordinate system (object space)

• Modeling transforms orient the

models within a commoncoordinate frame (world space)

Modeling

Transformations

Illumination

(Shading)

Viewing Transformation (Perspective / Orthographic)

Clipping Projection

(to Screen Space)^ Scan Conversion

(Rasterization) Visibility / Display

Object space

World space

Illumination (Shading) (Lighting)

• Vertices lit (shaded) according to

material properties, surfaceproperties (normal) and light sources

• Local lighting model

(Diffuse, Ambient, Phong, etc.)

Modeling

Transformations

Illumination

(Shading)

Viewing Transformation (Perspective / Orthographic)

Clipping Projection

(to Screen Space)^ Scan Conversion

(Rasterization) Visibility / Display

Clipping

Modeling

Transformations

Illumination

(Shading)

Viewing Transformation (Perspective / Orthographic)

Clipping Projection

(to Screen Space)^ Scan Conversion

(Rasterization) Visibility / Display

Transform to Normalized Device Coordinates (NDC)

Portions of the object outside the view volume (view frustum)^ are removed

NEAR

EYE

FAR

y

z

z

x

y

x

o

Seth Teller

Image adapted from:

EYE SPACE

NDC

Docsity.com

Projection

The objects are projected to the 2Dimage place (screen space)

Modeling

Transformations

Illumination

(Shading)

Viewing Transformation (Perspective / Orthographic)

Clipping Projection

(to Screen Space)^ Scan Conversion

(Rasterization) Visibility / Display

y

y

x

x z

z

o

NDC

SCREEN SPACE Seth Teller

Image adapted from:

Visibility / Display

• Each pixel remembers the

closest object (depth buffer)

• Almost every step in the

graphics pipeline involves achange of coordinate system.Transformations are central tounderstanding 3D computergraphics.

Modeling

Transformations

Illumination

(Shading)

Viewing Transformation (Perspective / Orthographic)

Clipping Projection

(to Screen Space)^ Scan Conversion

(Rasterization) Visibility / Display

Today • Polygon scan conversion

– smart – back to brute force

• Visibility

2D Scan Conversion • Solution: compute discrete approximation • Scan Conversion:

algorithms for efficient generation of the samples comprising this approximation

Brute force solution for triangles •?

Brute force solution for triangles • For each pixel

– Compute line equations at pixel center – “clip” against the triangle

Problem? If the triangle is small, a lot of useless computation

Brute force solution for triangles • Improvement:

– Compute only for the screen

bounding box

of the

triangle

– How do we get such a bounding box?

Can we do better? Kind of! • We compute the line equation for many useless

pixels

• What could we do?

Use line rasterization • Compute the boundary pixels

Shirley page 55