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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 on theme: "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."— Presentation transcript:

1 The Graphic PipeLine

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

3 1 – Vertex Processing

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

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

6 Transformed Geometry

7 What is Model Transform ?

8 What is View Transform ?

9 What is Projection Transform ?

10 What is Viewport Transformation ?

11 2 - Rasterization

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

13 3 – Fragment Processing

14 Textures Wrapping Repeat Filtering
Minify or Magnify to match resolution

15 Filtering

16 Lighting: Phong Model Diffuse Specular Ambient Emissive

17 Diffusion & Reflection

18 4 – Output Merging

19 Hidden Surface Removal
Z - buffering

20 Alpha Blending

21 Blending Modes


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