The Graphic PipeLine https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/Basic_theory https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html.

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Presentation transcript:

The Graphic PipeLine https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/Basic_theory https://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

Four Stages Vertex Processing Vertex → Primitives Transformations Rasterization Primitives → Fragments Fragment Processing Texture + Lighting Output Merging Hidden Surface Removal + Blending

1 – Vertex Processing

What’s a vertex ? Position: (x, y, z) Color: (r, g, b, a) Vertex normal: lighting Texture Vertex

What’s a primitive ? Points Line Segments Lines, Line Strip, Line Loop Closed Polygons Triangles, Triangle Strip, Triangle Fan Quads, Quad Strips

Transformed Geometry

What is Model Transform ?

What is View Transform ?

What is Projection Transform ?

What is Viewport Transformation ?

2 - Rasterization

What’s a fragment ? 2D pixels AND Color Vertex Normal Texture Vertex

3 – Fragment Processing

Textures Wrapping Repeat Filtering Minify or Magnify to match resolution

Filtering

Lighting: Phong Model Diffuse Specular Ambient Emissive

Diffusion & Reflection

4 – Output Merging

Hidden Surface Removal Z - buffering

Alpha Blending

Blending Modes