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The Rendering Pipeline

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1 The Rendering Pipeline
CS 490: Computer Graphics Chapter 7: The Rendering Pipeline

2 Interactive Computer Graphics
Overview Geometric processing: normalization, clipping, hidden surface removal, lighting, projection (front end) Rasterization or scan conversion, including texture mapping (back end) Fragment processing and display

3 Interactive Computer Graphics
Geometric Processing Front-end processing steps (3D floating point; may be done on the CPU) Evaluators (converting curved surfaces to polygons) Normalization (modeling transform, convert to world coordinates) Projection (convert to screen coordinates) Hidden-surface removal (object space) Computing texture coordinates Computing vertex normals Lighting (assign vertex colors) Clipping Perspective division (convert to 3 Diamension) Backface culling

4 Interactive Computer Graphics
Rasterization Back-end processing works on 2D objects in screen coordinates Processing includes Scan conversion of primitives including shading Texture mapping Fog Scissors test Alpha test Stencil test Depth-buffer test Other fragment operations: blending, dithering, logical operations

5 Display Convert frame buffer to video signal Other considerations:
Interactive Computer Graphics Display Convert frame buffer to video signal Other considerations: Color correction Antialiasing

6 Geometric Transformations
Interactive Computer Graphics Geometric Transformations Five coordinate systems of interest: Object coordinates Eye (world) coordinates [after modeling transform, viewer at the origin] Clip coordinates [after projection] Normalized device coordinates [after ÷w] Window (screen) coordinates [scale to screensize]

7 Line-Segment Clipping
Interactive Computer Graphics Line-Segment Clipping Clipping may happen in multiple places in the pipeline (e.g. early trivial accept/reject) After projection, have lines in plane, with rectangle to clip against

8 Clipping a Line Against xmin
Interactive Computer Graphics Clipping a Line Against xmin Given a line segment from (x1,y1) to (x2,y2), Compute m=(y2–y1)/(x2–x1) Line equation: y = mx + h h = y1 – m x1 (y intercept) Plug in xmin to get y Check if y is between y1 and y2. This take a lot of floating-point math. How to minimize?

9 Cohen-Sutherland Clipping
Interactive Computer Graphics Cohen-Sutherland Clipping For both endpoints compute a 4-bit outcode (o1, o2) depending on whether coordinate is outside cliprect side Some situations can be handled easily

10 Cohen-Sutherland Conditions
Interactive Computer Graphics Cohen-Sutherland Conditions Cases. 1. If o1=o2=0, accept 2. If one is zero, one nonzero, compute an intercept. If necessary compute another intercept. Accept. 3. If o1 & o2  0. If both outcodes are nonzero and the bitwise AND is nonzero, two endpoints lie on same outside side. Reject. 3. If o1 & o2  0. If both outcodes are nonzero and the bitwise AND is zero, may or may not have to draw the line. Intersect with one of the window sides and check the result.

11 Cohen-Sutherland Results
Interactive Computer Graphics Cohen-Sutherland Results In many cases, a few integer comparisons and Boolean operations suffice. This algorithm works best when there are many line segments, and most are clipped But note that the y=mx+h form of equation for a line doesn’t work for vertical lines (need a special case in your code)

12 Polygon Clipping Clipping a polygon can result in lots of pieces
Interactive Computer Graphics Polygon Clipping Clipping a polygon can result in lots of pieces Replacing one polygon with many may be a problem in the rendering pipeline Could treat result as one polygon: but this kind of polygon can cause other difficulties Some systems allow only convex polygons, which don’t have such problems (OpenGL has tessellate function in glu library)

13 Sutherland-Hodgeman Polygon Clipping
Interactive Computer Graphics Sutherland-Hodgeman Polygon Clipping Could clip each edge of polygon individually Pipelined approach: clip polygon against each side of rectangle in turn Treat clipper as “black box” pipeline stage

14 Clipping Pipeline Clip each bound in turn
Interactive Computer Graphics Clipping Pipeline Clip each bound in turn

15 Interactive Computer Graphics
Clipping in Hardware Build the pipeline stages in hardware so you can perform four clipping stages at once [A partial answer to the question of what to do with all that chip area, 1 billion + transistors…]

16 Clipping complicated objects
Interactive Computer Graphics Clipping complicated objects Suppose you have many complicated objects, such as models of parts of a person with thousands of polygons each When and how to clip for maximum efficiency? How to clip text? Curves?

17 Clipping Other Primitives
Interactive Computer Graphics Clipping Other Primitives It may help to clip more complex shape early in the pipeline This may be simpler and less accurate One approach: bounding boxes (sometimes called trivial accept-reject) This is so useful that modeling systems often store bounding box

18 Interactive Computer Graphics
Clipping Curves, Text Some shapes are so complex that they are difficult to clip analytically Can approximate with line segments Can allow the clipping to occur in the frame buffer (pixels outside the screen rectangle aren’t drawn) Called “scissoring” How does performance compare?

19 Hidden surface removal
Interactive Computer Graphics Hidden surface removal Object space vs. Image space The main image-space algorithm: depth buffer Drawbacks Aliasing Rendering invisible objects Doesn’t handle transparency correctly How would object-space hidden surface removal work?

20 Depth sorting The painter’s algorithm: draw from back to front
Interactive Computer Graphics Depth sorting The painter’s algorithm: draw from back to front Depth-sort hidden surface removal: sort display list by z-coordinate from back to front render Drawbacks it takes some time (especially with bubble sort!) it doesn’t work

21 Depth-sort difficulties
Interactive Computer Graphics Depth-sort difficulties Polygons with overlapping projections. Cyclic overlap Interpenetrating polygons What to do?

22 Interactive Computer Graphics
Scan Conversion At this point in the pipeline, we have only polygons and line segments. Render! To render, convert to pixels (“fragments”) with integer screen coordinates (ix, iy), depth, and color Send fragments into fragment-processing pipeline

23 Rendering Line Segments
Interactive Computer Graphics Rendering Line Segments How to render a line segment from (x1, y1) to (x2, y2)? Use the equation y = mx + h What about horizontal vs. vertical lines?

24 DDA Algorithm DDA: Digital Differential Analyzer
Interactive Computer Graphics DDA Algorithm DDA: Digital Differential Analyzer for (x=x1; x<=x2; x++) y += m; draw_pixel(x, round(y,) color) Handle slopes 0 <= m <= 1; handle others symmetrically Does this need floating point math?

25 Bresenham’s Algorithm
Interactive Computer Graphics Bresenham’s Algorithm The DDA algorithm requires a floating point add and round for each pixel: eliminate? Note that at each step we will go E or NE. How to decide which?

26 Bresenham Decision Variable
Interactive Computer Graphics Bresenham Decision Variable Note that at each step we will go E or NE. How to decide which? Hint: consider decision variable d=a-b, where a and b are distances to NE and E pixels

27 Bresenham Decision Variable
Interactive Computer Graphics Bresenham Decision Variable Bresenham algorithm uses decision variable d=a-b, where a and b are distances to NE and E pixels If d<=0, go NE; lower if d>0, go E upper Let dx = x2-x1, dy=y2-y1 Use decision variable d = dx (a-b) [only sign matters]

28 Bresenham Decision Variable
Interactive Computer Graphics Bresenham Decision Variable d =(a-b) dx Let dk be the value of d at x = k + ½ Move E: dk = dx(a-b) = dx((j+3/2–yk) – (yk–(j+1/2))) dk+1 = dx(a-b) = dx((j+3/2–yk–m) – (yk+m–(j+1/2))) dk+1 – dk = dx (-2m) = - 2 dY Algorithm: dk+1 = dk – 2 dy (if dk > 0) (last move was E) dk+1 = dk – 2 (dy-dx) (if dk <= 0) (last move was NE)

29 Bresenham’s Algorithm
Interactive Computer Graphics Bresenham’s Algorithm Set up loop computing d at x1, y1 for (x=x1; x<=x2; ) x++; d += 2dy; if (d >= 0) { y++; d –= 2dx; } drawpoint(x,y); Pure integer math, and not much of it So easy that it’s usually implemented in one graphics instruction for several points in parallel

30 Interactive Computer Graphics
Rasterizing Polygons Polygons may be or may not be simple, convex, flat. How to render? Amounts to inside-outside testing: how to tell if a point is in a polygon?

31 Interactive Computer Graphics
Winding Test Most common way to tell if a point is in a polygon: the winding test. Define “winding number” w for a point: signed number of revolutions around the point when traversing boundary of polygon once When is a point “inside” the polygon?

32 OpenGL and Complex Polygons
Interactive Computer Graphics OpenGL and Complex Polygons OpenGL guarantees correct rendering only for simple, convex, planar polygons OpenGL tessellates concave polygons Tessellation depends on winding rule you tell OpenGL to use: Odd, Nonzero, Pos, Neg, ABS_GEQ_TWO

33 Interactive Computer Graphics
Winding Rules

34 Scan-Converting a Polygon
Interactive Computer Graphics Scan-Converting a Polygon General approach: ideas? One idea: flood fill Draw polygon edges Pick a point (x,y) inside and flood fill with DFS  Depth First Seach  flood_fill(x,y) { if (read_pixel(x,y)==white) { write_pixel(x,y,black); flood_fill(x-1,y); flood_fill(x+1,y); flood_fill(x,y-1); flood_fill(x,y+1); } }

35 Interactive Computer Graphics
Scan-Line Approach More efficient: use a scan-line rasterization algorithm For each y value, compute x intersections. Fill according to winding rule How to compute intersection points? How to handle shading? Some hardware can handle multiple scanlines in parallel

36 Interactive Computer Graphics
Singularities If a vertex lies on a scanline, does that count as 0, 1, or 2 crossings? How to handle singularities? One approach: don’t allow. Perturb vertex coordinates OpenGL’s approach: place pixel centers half way between integers (e.g. 3.5, 7.5), so scanlines never hit vertices

37 Aliasing How to render the line with reduced aliasing?
Interactive Computer Graphics Aliasing How to render the line with reduced aliasing? What to do when polygons share a pixel?

38 Anti-Aliasing Simplest approach: area-based weighting
Interactive Computer Graphics Anti-Aliasing Simplest approach: area-based weighting Fastest approach: averaging nearby pixels Most common approach: supersampling (compute four values per pixel and avg, e.g.) Best approach: weighting based on distance of pixel from center of line; Gaussian fall-off

39 Temporal Aliasing Need motion blur for motion that doesn’t flicker
Interactive Computer Graphics Temporal Aliasing Need motion blur for motion that doesn’t flicker Common approach: temporal supersampling render images at several times within frame time interval average results

40 Display Considerations
Interactive Computer Graphics Display Considerations Color systems Color quantization Gamma correction Dithering and Halftoning

41 Additive and Subtractive Color
Interactive Computer Graphics Additive and Subtractive Color

42 Interactive Computer Graphics
Common Color Models

43 Color Systems RGB YIQ CMYK HSV, HLS Chromaticity Color gamut
Interactive Computer Graphics Color Systems RGB YIQ CMYK HSV, HLS Chromaticity Color gamut

44 HLS Hue: “direction” of color: red, green, purple, etc.
Interactive Computer Graphics HLS Hue: “direction” of color: red, green, purple, etc. Saturation: intensity. E.g. red vs. pink Lightness: how bright To the right: original, H, S, L

45 YIQ Used by NTSC TV Y = luma, same as black and white
Interactive Computer Graphics YIQ Used by NTSC TV Y = luma, same as black and white I = in-phase (red luma) Q = quadrature (blue luma) The eye is more sensitive to blue-orange than purple-green, so more bandwidth is allotted Y = 4 MHz, I = 1.3 MHz, Q = 0.4 MHz, overall bandwidth 4.2 MHz Linear transformation from RBG: Y = R G B I = R – G – B Q = R – G B

46 Chromaticity Interactive Computer Graphics
Color researchers often prefer chromaticity coordinates (tristimulus values): t1 = T1 / (T1 + T2 + T3) t2 = T2 / (T1 + T2 + T3) t3 = T3 / (T1 + T2 + T3) Thus, t1+t2+t3 = 1.0. Use t1 and t2; t3 can be computed as 1-t1-t2 an objective specification of the quality of a color regardless of its luminance.  Chromaticity diagram uses XYZ color system based on human perception experiments Y, luminance X, redness (roughly) Z, blueness (roughly)

47 CIE 1931 chromaticity diagram
Interactive Computer Graphics Color temperature Compute color temperature by comparing chromaticity with that of an ideal black-body radiator Color temperature is that were the headed black-body radiator matches color of light source Higher temperatures are “cooler” colors – more green/blue; warmer colors (yellow-red) have lower temperatures CIE 1931 chromaticity diagram (wikipedia)

48 Interactive Computer Graphics
Halftoning How do you render a colored image when colors can only be on or off (e.g. inks, for print)? Halftoning: dots of varying sizes [But what if only fixed-sized pixels are available?]

49 Interactive Computer Graphics
Dithering Dithering (patterns of b/w or colored dots) used for computer screens Dither is an intentionally applied form of noise used to randomize quantization error OpenGL can dither But, patterns can be visible and bothersome. A better approach?

50 Floyd-Steinberg Error Diffusion Dither
Interactive Computer Graphics Floyd-Steinberg Error Diffusion Dither is an image dithering algorithm Spread out “error term” 7/16 right 3/16 below left 5/16 below 1/16 below right Note that you can also do this for color images (dither a color image onto a fixed 256-color palette)

51 Interactive Computer Graphics
Color Quantization Color quantization: modifying a full-color image to render with a 256-color palette For a fixed palette (e.g. web-safe colors), can use closest available color, possibly with error-diffusion dither Algorithm for selecting an adaptive palette? E.g. Heckbert Median-Cut algorithm Make a 3-D color histogram Recursively cut the color cube in half at a median Use average color from each resulting box

52 Hardware Implementations
Interactive Computer Graphics Hardware Implementations Pipeline architecture for speed (but what about latency?) Originally, whole pipeline on CPU Later, back-end on graphics card Then, whole pipeline in hardware on graphics card Then, parts of pipeline done on GPUs(graphics processor unit) Now, hardware pipeline is gone—done in software on a large number of GPUs

53 Interactive Computer Graphics
Future Architectures? 20 years ago, performance of 1 M polygons per second cost millions Performance limited by memory bandwidth Main component of price was lots of memory chips Now an iPhone 5 does 115 million triangles (1.8 billion texels) per second Fastest performance today achieved with many cores on each graphics chip (and several chips in parallel) How to use parallel graphics cores/chips? All vertices go through vertex shaders – can do in parallel All fragments go through fragment shaders – can do in parallel Resulting fragments combined into a single image – easy with sufficient memory bandwidth

54 NVidia GeForce GTX 590 Facts
Interactive Computer Graphics NVidia GeForce GTX 590 Facts “Most powerful graphics card ever built” (of 2011) Dual 512-core GTX 500 GPUs (1024 CUDA unified shaders) 2 x 16 Streaming Multiprocessor (SM) processor groups, each with 32 Streaming Processors (SPs) PhysX physics engine on the card (used for flowing clothing, smoke, debris, turbulence, etc) Memory bandwidth: GB/sec Texture fill rate: 77.7 billion/sec 4X antialiasing 3 billion transistors x 2 Real-time ray tracing Power: 365 w


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