Models and Architectures

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Presentation transcript:

Models and Architectures

Objectives Learn the basic design of a graphics system Introduce pipeline architecture Examine software components for an interactive graphics system

Image Formation Revisited Can we mimic the synthetic camera model to design graphics hardware software? Application Programmer Interface (API) Need only specify Objects Materials Viewer Lights But how is the API implemented?

Physical Approaches Ray tracing: follow rays of light from center of projection until they either are absorbed by objects or go off to infinity Can handle global effects Multiple reflections Translucent objects Slow Must have whole data base available at all times Radiosity: Energy based approach Very slow

Practical Approach Process objects one at a time in the order they are generated by the application Can consider only local lighting Pipeline architecture All steps can be implemented in hardware on the graphics card application program display

Vertex Processing Much of the work in the pipeline is in converting object representations from one coordinate system to another Object coordinates Camera (eye) coordinates Screen coordinates Every change of coordinates is equivalent to a matrix transformation Vertex processor also computes vertex colors

Projection Projection is the process that combines the 3D viewer with the 3D objects to produce the 2D image Perspective projections: all projectors meet at the center of projection Parallel projection: projectors are parallel, center of projection is replaced by a direction of projection

Primitive Assembly Vertices must be collected into geometric objects before clipping and rasterization can take place Line segments Polygons Curves and surfaces

Clipping Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space Objects that are not within this volume are said to be clipped out of the scene

Rasterization If an object is not clipped out, the appropriate pixels in the frame buffer must be assigned colors Rasterizer produces a set of fragments for each object Fragments are “potential pixels” Have a location in frame bufffer Color and depth attributes Vertex attributes are interpolated over objects by the rasterizer

Fragment Processing Fragments are processed to determine the color of the corresponding pixel in the frame buffer Colors can be determined by texture mapping or interpolation of vertex colors Fragments may be blocked by other fragments closer to the camera Hidden-surface removal

The Programmer’s Interface Programmer sees the graphics system through a software interface: the Application Programmer Interface (API)

API Contents Functions that specify what we need to form an image Objects Viewer Light Source(s) Materials Other information Input from devices such as mouse and keyboard Capabilities of system

Object Specification Most APIs support a limited set of primitives including Points (0D object) Line segments (1D objects) Polygons (2D objects) Some curves and surfaces Quadrics Parametric polynomials All are defined through locations in space or vertices

Example type of object location of vertex glBegin(GL_POLYGON) glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 1.0, 0.0); glVertex3f(0.0, 0.0, 1.0); glEnd( ); end of object definition

Camera Specification Six degrees of freedom Lens Film size Position of center of lens Orientation Lens Film size Orientation of film plane

Lights and Materials Types of lights Material properties Point sources vs. distributed sources Spot lights Near and far sources Color properties Material properties Absorption: color properties Scattering Diffuse Specular