INF3320 Computer Graphics and Discrete Geometry

Save this PDF as:
 WORD  PNG  TXT  JPG

Size: px
Start display at page:

Download "INF3320 Computer Graphics and Discrete Geometry"

Transcription

1 INF3320 Computer Graphics and Discrete Geometry The OpenGL pipeline Christopher Dyken and Martin Reimers Page 1

2 The OpenGL pipeline Real Time Rendering: The Graphics Processing Unit (GPU) (Chapter 3) Buffers and Buffering (Chapter 18.1) Perspective Correct Interpolation (Chapter 18.2) The Red Book: Blending, Antialiasing, and Polygon Offset (Chapter 6) The Framebuffer (Chapter 10) Order of Operations (Appendix A) Page 2

3 Pipeline operations Page 3

4 Classic OpenGL has a fixed-function pipeline: Implements a fixed sequence of operations: transformation of vertices lighting calculations for vertices combining vertices to primitives and rasterization texturing of fragments,... Operations can be turned on or off, but is still not too flexible since the operations themselves are quite fixed. Page 4

5 OpenGL 2.0 introduced a programmable pipeline: Program objects replace part of the pipeline ops with shaders: vertex shaders can replace vertex transform geometry shaders a can replace some of primitive setup fragment shader can replace some of texturing and fragment operations a available through the extension EXT_geometry_shader4 Green = programmable, yellow = configurable, red = fixed Vertex Shader Geometry Shader Clipping Screen Mapping Triangle Setup and Traversal Pixel Shader Merger Page 5

6 glvertex triggers processing of a vertex. Current color, normal, texcoord etc. are attached to the vertex. Fixed function vertex operations vertex coordinates in current normal current material and color vertex/normal transform lighting glenable(gl_lighting) transformed coordinates associated data processed vertex out Vertex position and normal vectors are transformed. current texcoord current edge tag and fog coord gltexgen() texgen texture matrix glenable(gl_texture_gen_*) Example vertex shader varying vec3 normal; need normal in eye coords in fragment shader void main() { gl_position = gl_modelviewprojectionmatrix * gl_vertex; gl_texcoord = gl_texturematrix[0] * gl_multitexcoord0; gl_frontcolor = gl_color; normal = gl_normalmatrix * gl_normal; } Page 6

7 Vertex and normal transform object coords window coords modelview matrix eye coords projection matrix perspective division viewport transform clip coords normalized device coords OpenGL uses the following frames: Vertices are specified in object coords. In eye coords, camera is in origin looking down negative z. Lighting calculations are done here. vec4 ec = gl_modelviewmatrix * gl_vertex In clip coords the volume of the frustum is transformed to [ 1, 1] [ 1, 1] [ 1, 1]. vec4 cc = gl_projectionmatrix * ec Normalized device coords is the Euclidean representation of clip-coords. vec3 nd = cc.xyz / cc.w Window coords is the coordinate system of the screen. Page 7

8 Primitive assembly Page 8

9 Primitive assembly and culling Primitive assembly combines transformed vertices into points, lines, and triangles according to glbegin-glend state. Triangles are classified 1 as front- or backfacing. When culling is enabled 2, a triangle is discarded if it is backfacing and glcullface(gl_back) is set, or it is frontfacing and glcullface(gl_front) is set. = If an object is closed, we can never see the back-side of the triangles, so why process them further? 1 Check the sign of the 2D-area of the triangle. 2 glenable(gl_cull_face) Page 9

10 Clipping Page 10

11 Hyperplanes and half-spaces A hyperplane divides a space into two, a pos and neg side: In R a point is a hyperplane, in R 2 a line is a hyperplane, and in R 3 a plane is a hyperplane. In R d, a hyperplane is defined implicitly by a 1,..., a d+1 : d a i p i + a d+1 > 0 implies that p is in the positive halfspace, i=1 d a i p i + a d+1 < 0 implies that p is in the negative halfspace, i=1 d a i p i + a d+1 = 0 implies that p is on the hyperplane i=1 Page 11

12 Recall that the point p = (x, y, z, w) is on the homogeneous plane m = [ a b c d ] if x [ ] a b c d y z = ax + by + cz + dw = 0. w We can find the intersection of the plane and a line segment p = (1 t)p 1 + tp 2, t [0, 1], by inserting into the equation above, and solve for t... m p = m ((1 t)p 1 + tp 2 ) = 0, Page 12

13 t = mp 1 ) gives the parameter point of the intersection. m (p 2 p 1 If p 1 and p 2 have associated data like color c 1 and c 2, the color c at the intersection point can be linearly interpolated as c = (1 t)c 1 + tc 2. Page 13

14 Clipping line segments in the plane Assume we want to clip against a rectangle in the plane (i.e. R 2 ): Our rectangle is specified by [ ] x [ w, w ] [ h, h ]. y which is the intersection of the four half-planes, m 1 = [ 1 0 w ] x w, m 2 = [ 1 0 w ] x w, m 3 = [ 0 1 h ] y h, and m 4 = [ 0 1 h ] y h. = A point p = [ x y 1 ] T is inside the rectangle, if m i p 0, for i = 1, 2, 3, 4. Page 14

15 We then clip in the following way: For each hyperplane i = 1, 2, 3, 4, clip the line segment: 1. If both end-points is outside the half-space = reject it. = reject the line segment. 2. If both end-points is inside the half-space = accept it. = accept the line segment. 3. If one end-point is inside, and one end-point is outside = define a new line segment between the end-point inside and the intersection point. Page 15

16 Clipping convex polygon in the plane The intersection of two convex sets are convex. Half-spaces are convex, and therefore, the clipped result is convex. A polygon is defined as a loop of vertices p 1 p 2 p n p 1 Then, for each half-space 1. Classify each vertex as inside or outside the half-space. 2. for each pair of adjacent vertices where one vertex is inside and one is outside, insert the intersection point between. 3. Remove the vertices classified as outside The remaining loop represents the clipped polygon. Page 16

17 Rasterization Page 17

18 Rasterization and the fragment pipeline glenable(gl_fragment_program) point rasterization programmable fragment pipeline fragment program from primitive assembly line rasterization to buffer operations texturing color sum fog polygon rasterization fixed fragment pipeline Rasterization converts primitives into fragments 3. Fragments are then subjected to fragment pipeline and then sent to buffer operations. 3 A pixel before it is written to the framebuffer Page 18

19 Which fragments do a triangle produce? All fragments whose centre is inside the triangle is produced. A tie-breaking rule is used when the centre is on the boundary. = A fragment belongs only to one of two adjacent triangles. Page 19

20 Fragment invariance Fragments hold the following invariance rules: Given the primitive p make a new primitive p by offsetting the coordinates with the integers x, y. Assume that neither p or p is clipped. = p and p produces the exact same fragments, except that fragment f of p is shifted x, y compared to fragment f of p. If you render two primitives with identical vertex coordinates, they produce exactly the same fragments. Why? This is of major importance in multi-pass techniques where one renders the same geometry more than once. Page 20

21 Interpolating varying variables Barycentric coordinates The barycentric coordinates (α 1, α 2, α 3) of p w.r.t the triangle [p 1, p 2, p 3] are α 1 = area(p, p2, p3) area(p 1, p 2, p 3) α 2 = They are the unique convex weights, i.e. area(p, p1, p3) area(p 1, p 2, p 3) α 3 = area(p, p1, p2) area(p 1, p 2, p 3) p2 α 1, α 2, α 3 0, α 1+α 2+α 3 = 1, u 2 s.t p = α 1p 1 + α 2p 2 + α 3p 3 p1 Yields a parameterization, i.e. a natural map between triangles: u = α 1u 1 + α 2u 2 + α 3u 3. p u u1 p u3 3 p 1 (1, 0, 0) p 2 (0, 1, 0) p 3 (0, 0, 1) 1 2 (p1 + p2) ` 1, 1, p p2 ` 1, 3, (p1 + p2 + p3) ` 1, 1, Page 21

22 Let (α 1, α 2, α 3) be the barycentric coords of the fragment midpoint wrt. the screen-space coordinates of T = [p 1, p 2, p 3]. Interpolating linearly in screen space c 1, c 2, c 3 are the colors at the corners of T. Then, c = α 1c 1 + α 2c 2 + α 3c 3 interpolates the colors linearly in screen space. Looks wrong since perspective distortion is lost! Interpolating linearly in object space Perspective corrected interpolation is given by c = α1 c 1 c w 1 + α 2 c 2 w 2 + α 3 3 w 3 q α 1 q 1 w 1 + α 2 q 2 w 2 + α 3, 3 w 3 q 1, q 2, q 3 are the q-coordinate of the texcoords, for other data q 1 = q 2 = q 3 = 1. Perspective correct interpolation! Turn on with glhint(gl_perspective_correction_hint) Page 22

23 Fixed fragment pipeline Fragments are then submitted to the fragment pipeline: If texturing is enabled = Use texcoords and do a texture lookup = modify the surface color. If secondary color 4 = add secondary colour to the fragment s color If fog is enabled, = use depth to control a blend between the fragment color and a fog colour. The fragment is then sent to framebuffer operations. 4 If glenable(gl_separate_specular_color) is enabled, the specular contribution from the lighting calculations are maintained in a secondary color which is not tampered with by texturing. Page 23

24 The framebuffer Page 24

25 A framebuffer is a set of logical buffers pixel framebuffer height stencil buffer depth buffer blue channel green channel color buffer red channel framebuffer width color buffers (RGBA, front/back, left/right, typically bits) depth buffer (typically bits) stencil buffer (typically 0 8 bits) accumulation buffer (precision like color buffer or higher),... A pixel is the contents of all logical buffers for a location. Page 25

26 Basic Buffer operations Clearing glclear[color Depth Stencil Accum] sets the clear value, e.g. glcleardepth(1.0f) glclear(bit-mask) clear the chosen buffers, e.g. glclear(gl_depth_buffer_bit GL_COLOR_BUFFER_BIT) Read and Write gldrawbuffer select col. buffers for writing/clearing glreadbuffer select src for reading (e.g. glreadpixels) Fixed-function pipeline: each output-buffer recieve the same output Programmable pipeline: output-buffers can get individual output Page 26

27 Write masks specifies which of current framebuffer s logical buffers are updated: glcolormask(bool,bool,bool,bool) specifies if the R,G,B, or A channels should be updated. gldepthmask(bool) specifies if the depth buffer should be updated 1. glstencilmask(bitmask) specifies which of the stencil-buffer bit-planes that should be updated. (Comes in a separate front/back mode too) Render only to the stencil buffer turn off the color and depth masks and enable the stencil mask. 1 Use glenable/gldisable with GL_DEPTH_TEST to control the test itself. Page 27

28 Per-fragment operations Page 28

29 All fragments are subjected to a series of tests: Fragment and associated data ownership test scissor test alpha test (RGBA) stencil test write framebuffer read / update read / update Logical operations Dithering blending (RGBA) depth test If all tests succeed = fragment is written to the framebuffer If any test fail = fragment is discarded. Page 29

30 Fragment tests Pixel ownership test The OS discard fragments at pixel locations not owned by the context. Scissor test (glscissor(x,y,w,h)) All fragments outside a specified rectangle are discarded. Alpha test (glalphafunc(func,ref)) Compare (func) the fragment s alpha value with a reference value (ref) Let us e.g. render opaque and translucent objects, billboarding... Page 30

31 The stencil test Stencil test Compare value in the stencil buffer with a reference value. glstencilfunc(func,ref,mask) comparison function (never,always,<,<=,!=,...), reference value, and a bitmask for both reference and stencil buffer value Stencil operation The stencil buffer is updated from the result of the stencil and depth-tests. glstencilop specifies how the stencil buffer is updated when: the stencil-test fails the stencil-test passes, but dept-test fail both the stencil-test and the depth-test passes glenable/disable( GL_STENCIL_TEST ) turns the test on/off. Page 31

32 Stencil test applications DOOM3 shadows: count back and front facing fragments passing depth test Code example: Page 32

33 The depth test The depth-buffer (z-buffer) algorithm clear by setting all depth-buffer elements to far. for each fragment: if fragment s depth < depth-buffer depth = store fragment and update depth-buffer if fragment s depth depth-buffer depth = discard fragment result is that only the nearest fragment is stored for any sequence of fragments. glenable/disable( GL_DEPTH_TEST ) turns the test on/off. gldepthfunc specifies the depth test. Page 33

34 What is stored in the depth-buffer? depth(z) = 2 depth bits` z far z far z near 1 z far z near z z far z near depth-buffer value z near = 10, z far = 1000 z near = 100, z far = 1000 z near = 100, z far = 5000 z near = 100, z far = z value depth is an n-bit integer proportional to 1 (i.e. non-linear). z much precision around the near plane little precision around the far plane Increase depth precision by pushing near plane as far away as possible! The far plane also influences precision, but to a much lesser extent. Z-fighting is the result of too little z-buffer precision Two fragments of different z-values get the same depth value, and the algorithm can t tell which is in front of the other. This results in an ugly pattern where some fragments of one primitive appears in front of the other while others do not. Page 34

35 The merging stage Incoming (src) fragments are merged into the framebuffer (dst): Depth/z-test: replace dst fragment if src is closer Logical operations: AND, XOR,... Blending: combine src and dst Logical operations, gllogicop(op) dst = src OP dst where OP is a logical operation, e.g. AND, OR,... Example: Rubberband Render the rubberband in white using gllogicop( GL_XOR). Rendering once more erases the rubberband ( (a b) b = a) Page 35

36 Blending Blending The incoming fragment s is combined with the color already in the framebuffer. src = F ssrc OP F d dst where src and dst are RGBA, F s are blend-factors and OP is e.g. add-operator Set up with gl[enable Disable](GL_BLEND) - enables blending glblendfunc(f s,f d ) - set RGBA blend factors glblendfuncseparate(f s,f d,fs α,fd α ) - separate RGB and α blend factors glblendequation(mode) - can be e.g. add, subtract, min, max, etc. The factors F can be: 0, 1, α, src, dst,... Page 36

37 Blending applications Blending is most often based on the alpha channel Transparent objects, render back to front Fog Billboarding Anti-aliasing Code example: Page 37

38 Fog Popular, cheap effect for giving hints on depth c = f c f + (1 f )c b where c f and c s are fog and surface color, and f can be linear: f (z) = z end z z end z start exponential: f (z) = e d f z squared exponential: f (z) = e (d f z) 2 Fog in OpenGL: GLfloat fogcolor[4] = {0.5, 0.5, 0.5, 1.0}; glenable (GL_DEPTH_TEST); //enable depth testing glenable (GL_FOG); glfogi (GL_FOG_MODE, GL_EXP2); glfogfv (GL_FOG_COLOR, fogcolor); glfogf (GL_FOG_DENSITY, 0.3); glhint (GL_FOG_HINT, GL_NICEST); Page 38

39 Anti-aliasing Points and lines can be antialiased by Enable blending Calling glenable(gl_*_smooth) Setting gllinewidt/glpointsize Filled polygons are more tricky Multisampling - estimate pixel coverage, combine with alpha Accumulation buffer - average over a number of perturbed images Code example: Page 39

40 Accumulation buffer A color buffer that can accumulate several renderings I glaccum(op,val), e.g. glaccum(gl_accum,0.1) I read from readable buffer (glreadbuffer) I After accumulation, glaccum(gl_return,1) writes back to write to output-buffers Applications: accumulate perturbed images I Antialiasing I Depth of field I Motion blur Page 40

E.Order of Operations

E.Order of Operations Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

Pixels and Buffers. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Pixels and Buffers. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Pixels and Buffers CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce additional OpenGL buffers Learn to read from / write to buffers Introduce

More information

Today. Rendering - III. Outline. Texturing: The 10,000m View. Texture Coordinates. Specifying Texture Coordinates in GL

Today. Rendering - III. Outline. Texturing: The 10,000m View. Texture Coordinates. Specifying Texture Coordinates in GL Today Rendering - III CS148, Summer 2010 Graphics Pipeline and Programmable Shaders Artist Workflow Siddhartha Chaudhuri 1 2 Outline Texturing: The 10,000m View Intro to textures The fixed-function graphics

More information

Introduction to the OpenGL Shading Language

Introduction to the OpenGL Shading Language Introduction to the OpenGL Shading Language Randi Rost Director of Developer Relations, 3Dlabs 08-Dec-2005 1 Why use graphics programmability? Graphics hardware has changed radically Fixed functionality

More information

Normalized Device Coordinate System (NDC) World Coordinate System. Example Coordinate Systems. Device Coordinate System

Normalized Device Coordinate System (NDC) World Coordinate System. Example Coordinate Systems. Device Coordinate System World Coordinate System Normalized Device Coordinate System (NDC) Model Program Graphics System Workstation Model Program Graphics System Workstation Normally, the User or Object Coordinate System. World

More information

Supplement to Lecture 22

Supplement to Lecture 22 Supplement to Lecture 22 Programmable GPUs Programmable Pipelines Introduce programmable pipelines - Vertex shaders - Fragment shaders Introduce shading languages - Needed to describe shaders - RenderMan

More information

World Coordinate System

World Coordinate System World Coordinate System Application Model Application Program Graphics System Workstation Normally, the User or Object Coordinate System. World Coordinate Window: A subset of the world coordinate system,

More information

Definition. Blending & Compositing. Front & Back Buffers. Left & Right Buffers. Blending combines geometric objects. e.g.

Definition. Blending & Compositing. Front & Back Buffers. Left & Right Buffers. Blending combines geometric objects. e.g. Blending & Compositing COMP 3003 Autumn 2005 Definition Blending combines geometric objects e.g. transparency Compositing combines entire images multi-pass textures accumulating results Both depend on

More information

Lecture 2. Shaders, GLSL and GPGPU

Lecture 2. Shaders, GLSL and GPGPU Lecture 2 Shaders, GLSL and GPGPU Is it interesting to do GPU computing with graphics APIs today? Lecture overview Why care about shaders for computing? Shaders for graphics GLSL Computing with shaders

More information

The Transition from RenderMan to the OpenGL Shading Language (GLSL)

The Transition from RenderMan to the OpenGL Shading Language (GLSL) 1 The Transition from RenderMan to the OpenGL Shading Language (GLSL) Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International

More information

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley OpenGUES 2.0 Programming Guide Aaftab Munshi Dan Ginsburg Dave Shreiner TT r^addison-wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid

More information

OpenGL. Jimmy Johansson Norrköping Visualization and Interaction Studio Linköping University

OpenGL. Jimmy Johansson Norrköping Visualization and Interaction Studio Linköping University OpenGL Jimmy Johansson Norrköping Visualization and Interaction Studio Linköping University Background Software interface to graphics hardware 250+ commands Objects (models) are built from geometric primitives

More information

Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms. CSE 781 Winter Han-Wei Shen Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

More information

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image

More information

Triangle Rasterization

Triangle Rasterization Triangle Rasterization Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/07/07 1 From last time Lines and planes Culling View frustum culling Back-face culling Occlusion culling

More information

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010)

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010) Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 11: OpenGL 3 http://inst.eecs.berkeley.edu/~cs184 Methodology for Lecture Lecture deals with lighting (teapot shaded as in HW1) Some Nate

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL

OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL OpenGL: Open Graphics Library Introduction to OpenGL Part II CS 351-50 Graphics API ( Application Programming Interface) Software library Layer between programmer and graphics hardware (and other software

More information

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic. Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

More information

Graphics Pipeline & APIs

Graphics Pipeline & APIs Graphics Pipeline & APIs CPU Vertex Processing Rasterization Fragment Processing glclear (GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT); glpushmatrix (); gltranslatef (-0.15, -0.15, solidz); glmaterialfv(gl_front,

More information

Graphics Hardware. Instructor Stephen J. Guy

Graphics Hardware. Instructor Stephen J. Guy Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!

More information

Introduction to the OpenGL Shading Language (GLSL)

Introduction to the OpenGL Shading Language (GLSL) 1 Introduction to the OpenGL Shading Language (GLSL) This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu

More information

Scan line algorithm. Jacobs University Visualization and Computer Graphics Lab : Graphics and Visualization 272

Scan line algorithm. Jacobs University Visualization and Computer Graphics Lab : Graphics and Visualization 272 Scan line algorithm The scan line algorithm is an alternative to the seed fill algorithm. It does not require scan conversion of the edges before filling the polygons It can be applied simultaneously to

More information

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading Objectives Shading in OpenGL Introduce the OpenGL shading methods - per vertex shading vs per fragment shading - Where to carry out Discuss polygonal shading - Flat - Smooth - Gouraud CITS3003 Graphics

More information

Rasterization. CS 4620 Lecture Kavita Bala w/ prior instructor Steve Marschner. Cornell CS4620 Fall 2015 Lecture 16

Rasterization. CS 4620 Lecture Kavita Bala w/ prior instructor Steve Marschner. Cornell CS4620 Fall 2015 Lecture 16 Rasterization CS 4620 Lecture 16 1 Announcements A3 due on Thu Will send mail about grading once finalized 2 Pipeline overview you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX

More information

Scanline Rendering 2 1/42

Scanline Rendering 2 1/42 Scanline Rendering 2 1/42 Review 1. Set up a Camera the viewing frustum has near and far clipping planes 2. Create some Geometry made out of triangles 3. Place the geometry in the scene using Transforms

More information

Introduction to Shaders.

Introduction to Shaders. Introduction to Shaders Marco Benvegnù hiforce@gmx.it www.benve.org Summer 2005 Overview Rendering pipeline Shaders concepts Shading Languages Shading Tools Effects showcase Setup of a Shader in OpenGL

More information

OpenGL refresher. Advanced Computer Graphics 2012

OpenGL refresher. Advanced Computer Graphics 2012 Advanced Computer Graphics 2012 What you will see today Outline General OpenGL introduction Setting up: GLUT and GLEW Elementary rendering Transformations in OpenGL Texture mapping Programmable shading

More information

Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches:

Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches: Surface Graphics Objects are explicitely defined by a surface or boundary representation (explicit inside vs outside) This boundary representation can be given by: - a mesh of polygons: 200 polys 1,000

More information

Evolution of GPUs Chris Seitz

Evolution of GPUs Chris Seitz Evolution of GPUs Chris Seitz Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing

More information

Lecture 2. Determinants. Ax = 0. a 11 x 1 + a 12 x a 1n x n = 0 a 21 x 1 + a 22 x a 2n x n = 0

Lecture 2. Determinants. Ax = 0. a 11 x 1 + a 12 x a 1n x n = 0 a 21 x 1 + a 22 x a 2n x n = 0 A = a 11 a 12... a 1n a 21 a 22... a 2n. a n1 a n2... a nn x = x 1 x 2. x n Lecture 2 Math Review 2 Introduction to OpenGL Ax = 0 a 11 x 1 + a 12 x 2 +... + a 1n x n = 0 a 21 x 1 + a 22 x 2 +... + a 2n

More information

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) Introduction to Computer Graphics and OpenGL Graphics Hardware Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/etri_cg/ Class Objectives Understand how GPUs have been evolved Understand

More information

Point-Based rendering on GPU hardware. Advanced Computer Graphics 2008

Point-Based rendering on GPU hardware. Advanced Computer Graphics 2008 Point-Based rendering on GPU hardware Advanced Computer Graphics 2008 Outline Why use the GPU? Splat rasterization Image-aligned squares Perspective correct rasterization Splat shading Flat shading Gouroud

More information

Clipping and Scan Conversion

Clipping and Scan Conversion 15-462 Computer Graphics I Lecture 14 Clipping and Scan Conversion Line Clipping Polygon Clipping Clipping in Three Dimensions Scan Conversion (Rasterization) [Angel 7.3-7.6, 7.8-7.9] March 19, 2002 Frank

More information

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak OpenGL SUPERBIBLE Fifth Edition Comprehensive Tutorial and Reference Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San

More information

Graphics Processing Unit Architecture (GPU Arch)

Graphics Processing Unit Architecture (GPU Arch) Graphics Processing Unit Architecture (GPU Arch) With a focus on NVIDIA GeForce 6800 GPU 1 What is a GPU From Wikipedia : A specialized processor efficient at manipulating and displaying computer graphics

More information

CSE 690: GPGPU. Lecture 2: Understanding the Fabric - Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department

CSE 690: GPGPU. Lecture 2: Understanding the Fabric - Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department CSE 690: GPGPU Lecture 2: Understanding the Fabric - Intro to Graphics Klaus Mueller Stony Brook University Computer Science Department Klaus Mueller, Stony Brook 2005 1 Surface Graphics Objects are explicitely

More information

- Rasterization. Geometry. Scan Conversion. Rasterization

- Rasterization. Geometry. Scan Conversion. Rasterization Computer Graphics - The graphics pipeline - Geometry Modelview Geometry Processing Lighting Perspective Clipping Scan Conversion Texturing Fragment Tests Blending Framebuffer Fragment Processing - So far,

More information

Real-Time Graphics Architecture

Real-Time Graphics Architecture Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Geometry Outline Vertex and primitive operations System examples emphasis on clipping Primitive

More information

Clipping & Culling. Lecture 11 Spring Trivial Rejection Outcode Clipping Plane-at-a-time Clipping Backface Culling

Clipping & Culling. Lecture 11 Spring Trivial Rejection Outcode Clipping Plane-at-a-time Clipping Backface Culling Clipping & Culling Trivial Rejection Outcode Clipping Plane-at-a-time Clipping Backface Culling Lecture 11 Spring 2015 What is Clipping? Clipping is a procedure for spatially partitioning geometric primitives,

More information

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:

More information

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL Preview CS770/870 Spring 2017 Open GL Shader Language GLSL Review traditional graphics pipeline CPU/GPU mixed pipeline issues Shaders GLSL graphics pipeline Based on material from Angel and Shreiner, Interactive

More information

Real-Time Graphics Architecture

Real-Time Graphics Architecture Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Rasterization Outline Fundamentals Examples Special topics (Depth-buffer, cracks and holes,

More information

COMP3421. Particle Systems, Rasterisation

COMP3421. Particle Systems, Rasterisation COMP3421 Particle Systems, Rasterisation Particle systems Some visual phenomena are best modelled as collections of small particles. Examples: rain, snow, fire, smoke, dust Particle systems Particles are

More information

Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers

Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers Order Independent Transparency with Dual Depth Peeling Louis Bavoil, Kevin Myers Document Change History Version Date Responsible Reason for Change 1.0 February 9 2008 Louis Bavoil Initial release Abstract

More information

GLSL v1.20. Scott MacHaffie Schrödinger, Inc.

GLSL v1.20. Scott MacHaffie Schrödinger, Inc. 1 GLSL v1.20 Scott MacHaffie Schrödinger, Inc. http://www.schrodinger.com Table of Contents Introduction...2 Example 01: Trivial shader...2 Syntax...3 Types of variables...3 Example 02: Materials vertex

More information

Spring 2009 Prof. Hyesoon Kim

Spring 2009 Prof. Hyesoon Kim Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather

More information

COURSE 17: STATE-OF-THE-ART IN SHADING HARDWARE1 CHAPTER 6: THE OPENGL SHADING LANGUAGE 2. Randi J. Rost 3Dlabs, Inc.

COURSE 17: STATE-OF-THE-ART IN SHADING HARDWARE1 CHAPTER 6: THE OPENGL SHADING LANGUAGE 2. Randi J. Rost 3Dlabs, Inc. COURSE 17: STATE-OF-THE-ART IN SHADING HARDWARE1 CHAPTER 6: THE OPENGL SHADING LANGUAGE 2 Randi J. Rost 3Dlabs, Inc. SIGGRAPH 2002 Course Notes 05-August-2002 SIGGRAPH 2002 6-1 State of the Art in Shading

More information

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

More information

Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon

Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon Levy: Constraint Texture Mapping, SIGGRAPH, 2001 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon Instructor: Justin Solomon Email: justin.solomon@stanford.edu Office: Clark

More information

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming SHADER PROGRAMMING Based on Jian Huang s lecture on Shader Programming What OpenGL 15 years ago could do http://www.neilturner.me.uk/shots/opengl-big.jpg What OpenGL can do now What s Changed? 15 years

More information

3D graphics, raster and colors CS312 Fall 2010

3D graphics, raster and colors CS312 Fall 2010 Computer Graphics 3D graphics, raster and colors CS312 Fall 2010 Shift in CG Application Markets 1989-2000 2000 1989 3D Graphics Object description 3D graphics model Visualization 2D projection that simulates

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Lecture 2 Robb T. Koether Hampden-Sydney College Fri, Aug 28, 2015 Robb T. Koether (Hampden-Sydney College) The Graphics Pipeline Fri, Aug 28, 2015 1 / 19 Outline 1 Vertices 2 The

More information

Mali Demos: Behind the Pixels. Stacy Smith

Mali Demos: Behind the Pixels. Stacy Smith Mali Demos: Behind the Pixels Stacy Smith Mali Graphics: Behind the demos Mali Demo Team: Doug Day Stacy Smith (Me) Sylwester Bala Roberto Lopez Mendez PHOTOGRAPH UNAVAILABLE These days I spend more time

More information

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Programmable Shaders //per vertex inputs from main attribute aposition; attribute anormal; //outputs to frag. program varying

More information

Three Main Themes of Computer Graphics

Three Main Themes of Computer Graphics Three Main Themes of Computer Graphics Modeling How do we represent (or model) 3-D objects? How do we construct models for specific objects? Animation How do we represent the motion of objects? How do

More information

Performance OpenGL Programming (for whatever reason)

Performance OpenGL Programming (for whatever reason) Performance OpenGL Programming (for whatever reason) Mike Bailey Oregon State University Performance Bottlenecks In general there are four places a graphics system can become bottlenecked: 1. The computer

More information

OpenGL. White Square Code 11/4/09. OpenGL. OpenGL. OpenGL

OpenGL. White Square Code 11/4/09. OpenGL. OpenGL. OpenGL OpenGL OpenGL OpenGL Is a mechanism to create images in a frame buffer Is an API to access that mechanism Is well specified OpenGL Is not a window system Is not a user interface Is not a display mechanism

More information

GPU Programming EE Final Examination

GPU Programming EE Final Examination Name Solution GPU Programming EE 4702-1 Final Examination Friday, 11 December 2015 15:00 17:00 CST Alias Methane? Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Problem 6 Exam Total (20 pts) (15 pts)

More information

Topics. From vertices to fragments

Topics. From vertices to fragments Topics From vertices to fragments From Vertices to Fragments Assign a color to every pixel Pass every object through the system Required tasks: Modeling Geometric processing Rasterization Fragment processing

More information

Clipping. CSC 7443: Scientific Information Visualization

Clipping. CSC 7443: Scientific Information Visualization Clipping Clipping to See Inside Obscuring critical information contained in a volume data Contour displays show only exterior visible surfaces Isosurfaces can hide other isosurfaces Other displays can

More information

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)!

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! ! The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 4! stanford.edu/class/ee267/! Updates! for 24h lab access:

More information

Image Precision Silhouette Edges

Image Precision Silhouette Edges Image Precision Silhouette Edges by Ramesh Raskar and Michael Cohen Presented at I3D 1999 Presented by Melanie Coggan Outline Motivation Previous Work Method Results Conclusions Outline Motivation Previous

More information

Shadows. Real-Time Hard Shadows. Collected by Ronen Gvili. Most slides were taken from : Fredu Durand Stefan Brabec

Shadows. Real-Time Hard Shadows. Collected by Ronen Gvili. Most slides were taken from : Fredu Durand Stefan Brabec Shadows Real-Time Hard Shadows Collected by Ronen Gvili. Most slides were taken from : Fredu Durand Stefan Brabec Hard Shadows Planar (Projected) Shadows Shadow Maps Volume (Stencil) Shadows 1 Soft Shadows

More information

Drawing Fast The Graphics Pipeline

Drawing Fast The Graphics Pipeline Drawing Fast The Graphics Pipeline CS559 Fall 2016 Lectures 10 & 11 October 10th & 12th, 2016 1. Put a 3D primitive in the World Modeling 2. Figure out what color it should be 3. Position relative to the

More information

Shaders. Slide credit to Prof. Zwicker

Shaders. Slide credit to Prof. Zwicker Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?

More information

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

Graphics Programming

Graphics Programming Graphics Programming 3 rd Week, 2011 OpenGL API (1) API (application programming interface) Interface between an application program and a graphics system Application Program OpenGL API Graphics Library

More information

lecture 16 Texture mapping Aliasing (and anti-aliasing)

lecture 16 Texture mapping Aliasing (and anti-aliasing) lecture 16 Texture mapping Aliasing (and anti-aliasing) Texture (images) Texture Mapping Q: Why do we need texture mapping? A: Because objects look fake and boring without it. Adding texture improves realism.

More information

The Rendering Pipeline (1)

The Rendering Pipeline (1) The Rendering Pipeline (1) Alessandro Martinelli alessandro.martinelli@unipv.it 30 settembre 2014 The Rendering Pipeline (1) Rendering Architecture First Rendering Pipeline Second Pipeline: Illumination

More information

Hidden Surfaces / Depth Test

Hidden Surfaces / Depth Test University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016 Tamara Munzner Hidden Surfaces / Depth Test http://www.ugrad.cs.ubc.ca/~cs314/vjan2016 Hidden Surface Removal 2 THE REDERIG PIPELIE

More information

OpenGL. Toolkits.

OpenGL. Toolkits. http://www.opengl.org OpenGL Open Graphics Library Graphics API Delivered with UNIX, Win9x/2000/Me/Nt/Xp, Mac OS Direct3D (DirectX) is only Windows Utilizes the window system and event handling of the

More information

Programmable shader. Hanyang University

Programmable shader. Hanyang University Programmable shader Hanyang University Objective API references (will be skipped) Examples Simple shader Phong shading shader INTRODUCTION GLSL(OPENGL SHADING LANGUAGE) Scalar Data types Structure Structures

More information

Computer Graphics. Chapter 4 Attributes of Graphics Primitives. Somsak Walairacht, Computer Engineering, KMITL 1

Computer Graphics. Chapter 4 Attributes of Graphics Primitives. Somsak Walairacht, Computer Engineering, KMITL 1 Computer Graphics Chapter 4 Attributes of Graphics Primitives Somsak Walairacht, Computer Engineering, KMITL 1 Outline OpenGL State Variables Point Attributes Line Attributes Fill-Area Attributes Scan-Line

More information

Could you make the XNA functions yourself?

Could you make the XNA functions yourself? 1 Could you make the XNA functions yourself? For the second and especially the third assignment, you need to globally understand what s going on inside the graphics hardware. You will write shaders, which

More information

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th 1. a. Show that the following sequences commute: i. A rotation and a uniform scaling ii. Two rotations about the same axis iii. Two

More information

Textures. Texture coordinates. Introduce one more component to geometry

Textures. Texture coordinates. Introduce one more component to geometry Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles

More information

COMPUTER GRAPHICS COURSE. Rendering Pipelines

COMPUTER GRAPHICS COURSE. Rendering Pipelines COMPUTER GRAPHICS COURSE Rendering Pipelines Georgios Papaioannou - 2014 A Rendering Pipeline Rendering or Graphics Pipeline is the sequence of steps that we use to create the final image Many graphics/rendering

More information

Computer Graphics. Bing-Yu Chen National Taiwan University

Computer Graphics. Bing-Yu Chen National Taiwan University Computer Graphics Bing-Yu Chen National Taiwan University Introduction to OpenGL General OpenGL Introduction An Example OpenGL Program Drawing with OpenGL Transformations Animation and Depth Buffering

More information

Projection and viewing. Computer Graphics CSE 167 Lecture 4

Projection and viewing. Computer Graphics CSE 167 Lecture 4 Projection and viewing Computer Graphics CSE 167 Lecture 4 CSE 167: Computer Graphics Review: transformation from the object (or model) coordinate frame to the camera (or eye) coordinate frame Projection

More information

Graphics Performance Optimisation. John Spitzer Director of European Developer Technology

Graphics Performance Optimisation. John Spitzer Director of European Developer Technology Graphics Performance Optimisation John Spitzer Director of European Developer Technology Overview Understand the stages of the graphics pipeline Cherchez la bottleneck Once found, either eliminate or balance

More information

3D Drawing Visibility & Rasterization. CS559 Spring 2016 Lecture 9 February 23, 2016

3D Drawing Visibility & Rasterization. CS559 Spring 2016 Lecture 9 February 23, 2016 3D Drawing Visibility & Rasterization CS559 Spring 2016 Lecture 9 February 23, 2016 1. Put a 3D primitive in the World Modeling 2. Figure out what color it should be Shading 3. Position relative to the

More information

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics Shader Programming Technical Game Development II Professor Charles Rich Computer Science Department rich@wpi.edu Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS

More information

Hard Shadows Aliasing and Remedies

Hard Shadows Aliasing and Remedies Hard Shadows Aliasing and Remedies Michael Wimmer www.realtimeshadows.com Shadow Map as Signal Reconstruction Initial sampling: shadow-map rendering Resampling: determined by view Reconstruction: nearest

More information

Rasterization. COMP 575/770 Spring 2013

Rasterization. COMP 575/770 Spring 2013 Rasterization COMP 575/770 Spring 2013 The Rasterization Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to

More information

Imaging and Raster Primitives

Imaging and Raster Primitives Realtime 3D Computer Graphics & Virtual Reality Bitmaps and Textures Imaging and Raster Primitives Vicki Shreiner Imaging and Raster Primitives Describe OpenGL s raster primitives: bitmaps and image rectangles

More information

Three-Dimensional Graphics V. Guoying Zhao 1 / 55

Three-Dimensional Graphics V. Guoying Zhao 1 / 55 Computer Graphics Three-Dimensional Graphics V Guoying Zhao 1 / 55 Shading Guoying Zhao 2 / 55 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material

More information

PowerVR Hardware. Architecture Overview for Developers

PowerVR Hardware. Architecture Overview for Developers Public Imagination Technologies PowerVR Hardware Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.

More information

Computer graphic -- Programming with OpenGL I

Computer graphic -- Programming with OpenGL I Computer graphic -- Programming with OpenGL I A simple example using OpenGL Download the example code "basic shapes", and compile and run it Take a look at it, and hit ESC when you're done. It shows the

More information

Best practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer

Best practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer Best practices for effective OpenGL programming Dan Omachi OpenGL Development Engineer 2 What Is OpenGL? 3 OpenGL is a software interface to graphics hardware - OpenGL Specification 4 GPU accelerates rendering

More information

Projection Matrix Tricks. Eric Lengyel

Projection Matrix Tricks. Eric Lengyel Projection Matrix Tricks Eric Lengyel Outline Projection Matrix Internals Infinite Projection Matrix Depth Modification Oblique Near Clipping Plane Slides available at http://www.terathon.com www.terathon.com/

More information

Lecture 07: Buffers and Textures

Lecture 07: Buffers and Textures Lecture 07: Buffers and Textures CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA October 26, 2010 OpenGL Pipeline Today s Focus Pixel Buffers: read and write image data to and from

More information

MIT EECS 6.837, Teller and Durand 1

MIT EECS 6.837, Teller and Durand 1 MIT EECS 6.837, Teller and Durand 1 Clipping MIT EECS 6.837 Frédo Durand and Seth Teller Some slides and images courtesy of Leonard McMillan MIT EECS 6.837, Teller and Durand 2 Administrative Assignment

More information

CS130 : Computer Graphics Lecture 2: Graphics Pipeline. Tamar Shinar Computer Science & Engineering UC Riverside

CS130 : Computer Graphics Lecture 2: Graphics Pipeline. Tamar Shinar Computer Science & Engineering UC Riverside CS130 : Computer Graphics Lecture 2: Graphics Pipeline Tamar Shinar Computer Science & Engineering UC Riverside Raster Devices and Images Raster Devices - raster displays show images as a rectangular array

More information

CS Computer Graphics: Hidden Surface Removal

CS Computer Graphics: Hidden Surface Removal CS 543 - Computer Graphics: Hidden Surface Removal by Robert W. Lindeman gogo@wpi.edu (with help from Emmanuel Agu ;-) Hidden Surface Removal Drawing polygonal faces on screen consumes CPU cycles We cannot

More information

Fall CSCI 420: Computer Graphics. 7.1 Rasterization. Hao Li.

Fall CSCI 420: Computer Graphics. 7.1 Rasterization. Hao Li. Fall 2015 CSCI 420: Computer Graphics 7.1 Rasterization Hao Li http://cs420.hao-li.com 1 Rendering Pipeline 2 Outline Scan Conversion for Lines Scan Conversion for Polygons Antialiasing 3 Rasterization

More information