18-12-2012, 05:09 PM
Computer Graphics Rendering Pipeline
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Rendering
the process of generating an image given
a virtual camera
objects
light sources
various techniques, e. g.
rasterization (topic of this course)
raytracing (topic of the course “Advanced Computer Graphics”)
one of the major research topics in computer graphics
rendering
animation
geometry processing
Rendering Pipeline
processing stages comprise the rendering pipeline
(graphics pipeline)
supported by commodity graphics hardware
GPU - graphics processing unit
computes stages of the rasterization-based rendering pipeline
OpenGL and DirectX are software interfaces
to graphics hardware
this course focuses on concepts of the rendering pipeline
this course assumes OpenGL in implementation-specific details
Rendering Pipeline
Main Stages
vertex processing / geometry stage / vertex shader
processes all vertices independently in the same way
performs transformations per vertex, computes lighting per vertex
geometry shader
generates, modifies, discards primitives
primitive assembly and rasterization / rasterization stage
assembles primitives such as points, lines, triangles
converts primitives into a raster image
generates fragments / pixel candidates
fragment attributes are interpolated from vertices of a primitive
fragment processing / fragment shader
processes all fragments independently in the same way
fragments are processed, discarded or stored in the framebuffer
Model Transform
View Transform
each object and the respective vertices are positioned,
oriented, scaled in the scene with a model transform
camera is positioned and oriented,
represented by the view transform
i. e., the inverse view transform is the transform that places
the camera at the origin of the coordinate system, facing in
the negative z-direction
entire scene is transformed with the inverse view transform