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2. The Graphics Rendering Pipeline
컴퓨터 그래픽스 Real-time Rendering 2. The Graphics Rendering Pipeline
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Graphics Rendering Pipeline
컴퓨터 그래픽스 Graphics Rendering Pipeline The main function of the pipeline To generate (render) a 2D image Given virtual camera, 3D objects, light source, lighting models, textures, and more The underlying tool for RT rendering
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Architecture (1/3) The speed of pipeline Real-time rendering pipeline
컴퓨터 그래픽스 Architecture (1/3) The speed of pipeline Determined by its slowest pipeline stage 1 Stage 2 Stage 3 Stage … n Stage Bottleneck Real-time rendering pipeline Three conceptual stage
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컴퓨터 그래픽스 Architecture (2/3) Difference between conceptual, functional and pipeline stages Functional stage has a certain task to perform A pipeline stage is executed simultaneously with all the other pipeline stages Example The geometry stage may be divided into 5 functional stages May combine 2 functional stage into one pipeline stage divides another functional stage into several pipeline stage Even parallelizes it
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Architecture (3/3) Rendering Speed (Throughput)
컴퓨터 그래픽스 Architecture (3/3) Rendering Speed (Throughput) The update speed of the images Frame per second or Hz (1/second) Example Output device’s maximum update frequency : 60 Hz Bottleneck of rendering pipeline : 62.5 ms Rendering speed ?
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The Application Stage Application Stage Software- based implementation
컴퓨터 그래픽스 The Application Stage Application Stage Software- based implementation The developer has full control Not divided into sub-stages Could be executed in parallel on several processors in order to increase performance The geometry to be rendered is fed to the next stage in the rendering pipeline Collision Detection, Acceleration Algorithms, Animations, Geometry morphing, Force feedback
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The Geometry Stage (1/6) Divided into 5 functional stages
컴퓨터 그래픽스 The Geometry Stage (1/6) Divided into 5 functional stages
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The Geometry Stage (2/6) Model and View Transform
컴퓨터 그래픽스 The Geometry Stage (2/6) Model and View Transform Model resides in its own model space Model transform : Several copies (instances) Model Coordinates World Coordinates View transform Place camera at the origin make it look in the direction of the negative z-axis, with the y-axis pointing upwards and the x-axis pointing to the right
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The Geometry Stage (3/6) Lighting and Shading Lighting equation
컴퓨터 그래픽스 The Geometry Stage (3/6) Lighting and Shading Lighting equation Real-world interaction between photons and surfaces. Not much time can be spent on simulating this phenomenon Gouraud shading Compute a color at each vertex of the surface Location of light sources and their properties The position and the normal of the vertex The properties of the material belong to the vertex Then interpolated over triangle
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The Geometry Stage (4/6) Projection
컴퓨터 그래픽스 The Geometry Stage (4/6) Projection Transforms the view volume into a unit cube(= canonical view volume) with its extreme points at (-1, -1, -1) and (1, 1, 1) Orthographics (=parallel) projection Parallel lines remain parallel after the transform The combination of a translation and a scaling Perspective projection Parallel line may converge at the horizon Frustum A truncated pyramid with rectangular base Project from three to two dimension
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The Geometry Stage (5/6) Clipping Primitives
컴퓨터 그래픽스 The Geometry Stage (5/6) Clipping Primitives totally inside view volume pass the next stage totally outside view volume not pass the next stage Partially inside view volume clipping
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The Geometry Stage (6/6) Screen Mapping
컴퓨터 그래픽스 The Geometry Stage (6/6) Screen Mapping Transform to form the screen coordinates window coordinate Screen coordinates together with the z-coordinates
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The Rasterizer Stage (1/2)
컴퓨터 그래픽스 The Rasterizer Stage (1/2) The goal of the rasterizer Stage Rasterization (= scan conversion) Assign correct colors to pixels to render an image correctly Geometry stage per polygon operation Rasterizer stage per pixel operation The information for each pixel Color buffer (R, G, B) Double buffering ( front buffer back buffer) Responsible for resolving visibility Z-buffer (=Depth buffer) Same size and shape as the color buffer Stores the z-value from the camera to the closest primitive New z value < Z-buffer z value update color and z value New z value > Z-buffer z value untouched
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The Rasterizer Stage (2/2)
컴퓨터 그래픽스 The Rasterizer Stage (2/2) Texturing Increase the level of realism Gluing an image onto the object Alpha channel Associated with the color buffer Stores a related opacity value for each pixel Stencil buffer Usually contains from one to eight bits per pixel A powerful tool for generating special effects Frame buffer Consists of all the buffers on the system In 1990, Haeberli and Akeley Accumulation buffer Accumulated using a set of operators. Generate motion blur, depth of field, antialiasing, soft shadow, etc
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