CSE 5542 - Real Time Rendering Week 2. Graphics Processing 2.

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Presentation transcript:

CSE Real Time Rendering Week 2

Graphics Processing 2

Physical Approaches 3

Projection-Based 4

Projection 3D objects -> 2D image –Perspective –Parallel/Orthographic 5

The Hardware 6

More 2 come …

The API/System 8

The Graphics Pipeline 9

Object & Primitive & Vertex 10

Object & Triangles & Vertices

Primitives 12

Example (old style) 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( ); 13 type of object location of vertex end of object definition

Example (GPU based) Put geometric data in an array Send array to GPU Tell GPU to render as triangle 14 vec3 points[3]; points[0] = vec3(0.0, 0.0, 0.0); points[1] = vec3(0.0, 1.0, 0.0); points[2] = vec3(0.0, 0.0, 1.0);

Camera Specification Six degrees of freedom –Position of center of lens –Orientation Lens Film size Orientation of film plane 15

Materials Optical properties –Absorption: color properties –Scattering Diffuse Specular 16

Lights Types –Point sources vs distributed sources –Spot lights –Near and far sources –Color properties 17

Vertex Processing Polygon Soup

Vertex Processing Define object representations from one coordinate system to another –Object coordinates –World Coordinates –Camera (eye) coordinates –Screen coordinates Enter Linear algebra – Transformations Material properties 19

World

Primitive Assembly Vertices collected into geometric objects –Line segments –Polygons –Curves and surfaces 21

Clipping

Rasterization Output are fragments Fragments == potential pixels –Location in frame buffer –Color and depth attributes –Hidden surface removal ? Vertex attributes are interpolated over objects 23

Fragment Processing 24