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CSL 859: Advanced Computer Graphics
Dept of Computer Sc. & Engg. IIT Delhi
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Graphics Pipeline Transform vertices Light vertices
Clip to Window extremes Setup edges Rasterize Fill and interpolate colors, depth Test against Z-buffer One entry per pixel: closest so far Update Color and Z buffers
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Light Vertices Color Light Direction normal Point Directional Or Both
View Direction
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Lighting in which space?
+1 -1 z=1 Near Plane Far Plane Projective? Distances get distorted Clip coordinates Normalized device coordinates Screen? World Camera -1
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Homogeneous Space Clipping
Clip coordinates = projective coordinates -1 < x/z < +1 (after perspective divide) -1 < x/w < +1 (clip) -w < x < w -w < y < w 0 < z < w
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Rasterize x0,y0,z0 y = mx + c x = 1/m(y+c) =ay+b x2,y2,z2
x+1 = ay+a + b = x + a zp-zl xp-xl zr-zl xr-xl = x1, y1,z1 zp+1 = zp + k
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Perspective Distortion
z2 z1
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Perspective Distortion
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Perspective Correction
Linear interpolation: p(t) = p1 + (p2 – p1) t, 0 <= t <= 1 Screen space interpolation: ys = y1s + t (y2s – y1s) y/z = y1/z1 + t (y2/z2 – y1/z1) But also: y = y1 + u (y2 – y1) z = z1 + u (z2 – z1)
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Perspective Correction
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Perspective Correction
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Perspective Correct Z
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Perspective Corrected
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