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Introduction COMP30019 Graphics and Interaction Rasterization and Barycentric Coordinates Adrian Pearce Department of Computing and Information Systems University of Melbourne The University of Melbourne Adrian Pearce University of Melbourne


  1. Introduction COMP30019 Graphics and Interaction Rasterization and Barycentric Coordinates Adrian Pearce Department of Computing and Information Systems University of Melbourne The University of Melbourne Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

  2. Introduction Lecture outline Introduction Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

  3. Introduction So far. . . In the last two lectures, we covered the illumination model and shading model . The Gouraud and Phong shading were presented from a theoretical standpoint, based on fundamental ideas of ◮ intensity interpolation, and ◮ surface normal interpolation and from the perspective of shading individual pixels. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

  4. Introduction . . . so far. . . A number of problems were found to occur with pixel-based interpolation schemes, including ◮ orientation dependence, ◮ perspective distortion & ◮ unrepresentative surface normals. In practice, more sophisticated interpolation is used by GPU’s, based on fragments , which overcomes at least some of the problems of more simple interpolation. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

  5. Introduction In Practice . . . The vertex shader performs interpolation on both pixels and fragments. ◮ First, the vertex shader first interpolates the corner pixels at the vertexes on the corner of polygon (e.g. triangle), and ◮ Second, these corner pixels (parameters) are then handled as fragments using a more sophisticated interpolation technique. See where this fits in the graphic pipeline: http: //www.3dgep.com/introduction-to-directx-11/ Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

  6. Introduction Introduction to Rasterization Rasterization is the stage of the graphics pipeline that ◮ first determines the pixels covered by a primitive (e.g. a triangle) and interpolates the output parameters of the vertex shader (in particular depth) for each covered pixel; then ◮ the interpolated output parameters are then given to the fragment shader ; using ◮ barycentric coordinate system (for more sophisticated interpolation). See Cg Programming/Rasterization: http://en.wikibooks.org/wiki/Cg_Programming/ Rasterization Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

  7. Introduction Rasterization, Visibility & Anti-aliasing Rasterization involves two additional operations: ◮ Visibility, and ◮ Anti-aliasing. Excellent authority on the subject (slides): http://www.doc.ic.ac.uk/~dfg/graphics/ graphics2010/GraphicsSlides08.pdf by Duncan Gillies, Imperial College & Hanspeter Pfister, Harvard . Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionRasterization and Barycentric Coordinates

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