Graphics Pipeline: First Pass Graphics Pipeline: First pass Object representatio

Graphics Pipeline: First Pass Graphics Pipeline: First pass Object representatio www.phwiki.com

Graphics Pipeline: First Pass Graphics Pipeline: First pass Object representatio

Zapata, Annette, Executive Producer has reference to this Academic Journal, PHwiki organized this Journal Graphics Pipeline: First Pass Graphics Pipeline: First pass Object representation (triangles) in addition to computation of vertex attributes Model-view trans as long as mation Projection trans as long as mation Clipping in addition to vertex interpolation of attributes Rasterization in addition to pixel interpolation of attributes Object Representation Most common: TRIANGLES Advantages: Consistently planar Rotationally-invariant interpolation during rasterization Easy definition of topology as well as geometry Easy hardware implementation

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Object Representation Other representations: Points (no connectivity in as long as mation) Quadrilaterals (non-planarity, inconsistent interpolation of attributes) Images (no geometry: not useful in simulations) Splines (to be converted to polygons as long as rasterization) Attributes Color (Red, Green, Blue) Normal vector Texture coordinate Transparency value Graphics Pipeline: First pass Object representation (triangles) in addition to computation of vertex attributes Model-view trans as long as mation Projection trans as long as mation Clipping in addition to vertex interpolation of attributes Rasterization in addition to pixel interpolation of attributes

Model-view trans as long as mations Model trans as long as mation View trans as long as mation Model trans as long as mations Trans as long as m the object to the required position, size in addition to orientation. Can use any trans as long as mation to achieve this. In graphics library/hardware only linear trans as long as mations like rotate, translate, scale, shear are supported. View trans as long as mation Viewing parameters: (9 parameters) View POINT (x,y,z), Viewing direction (VECTOR): (vx,vy,vz), View-up VECTOR: (ux,uy,uz). Default: (0,0,0), (0,0,-1), (0,1,0) Trans as long as ming the scene such that the view point is at the origin, viewing direction is aligned with the negative Z axis, in addition to the view-up vector is aligned with the positive Y axis. Uses rotation in addition to translation to achieve this trans as long as mation.

Graphics Pipeline: First pass Object representation (triangles) in addition to computation of vertex attributes Model-view trans as long as mation Projection trans as long as mation Clipping in addition to vertex interpolation of attributes Rasterization in addition to pixel interpolation of attributes Projection Trans as long as mation Define the “view frustum” (6 parameters) Assume origin is the view point Near in addition to far planes (planes parallel to XY plane in the negative Z axis) Left, right, top, bottom rectangle defined on the near plane. X Y -Z near far Projection Trans as long as mation Trans as long as ming the view frustum (along with the objects inside it) into a cuboid with unit square faces on the near in addition to far planes in addition to with the negative Z axis passing through the center of these two faces. Consists of a “shear” in addition to a “perspective projection” operations.

Graphics Pipeline: First pass Object representation (triangles) in addition to computation of vertex attributes Model-view trans as long as mation Projection trans as long as mation Clipping in addition to vertex interpolation of attributes Rasterization in addition to pixel interpolation of attributes Clipping in addition to Interpolation of Attributes Clipping: Removing the portions of the polygon that is outside the view frustum. If the polygon spans inside in addition to outside the view frustum, introduce new vertices on the boundary to remove the outside portion of the polygon. Interpolation: For the new vertices introduced, compute all the attributes of the original vertices by interpolation. Window coordinate trans as long as mation After clipping, scale the square faces of the unit cuboid (square faced on the near in addition to far planes) such that it represents the (relative) pixel coordinates. (You don’t consider the Z value). Then translate these coordinates to the position of the window on the monitor screen to represent the absolute pixel coordinates. This is called window coordinate trans as long as mation.

Graphics Pipeline: First pass Object representation (triangles) in addition to computation of vertex attributes Model-view trans as long as mation Projection trans as long as mation Clipping in addition to vertex interpolation of attributes Rasterization in addition to pixel interpolation of attributes Rasterization in addition to Pixel Attribute Interpolation Rasterization is a process of generating pixels in the scan (horizontal) line order (top to bottom, left to right). (Also called “scan conversion”.) While generating pixels, the colors in addition to other relevant attributes of the pixels are found by interpolating the attributes of the left in addition to right extent of the scan line that lie on the polygon edge. left right right left Scan Line Graphics Pipeline: First pass End.

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Zapata, Annette Executive Producer

Zapata, Annette is from United States and they belong to CBS 2 News This Morning – KCBS-TV and they are from  Los Angeles, United States got related to this Particular Journal. and Zapata, Annette deal with the subjects like Local News; Regional News

Journal Ratings by University of North Georgia

This Particular Journal got reviewed and rated by University of North Georgia and short form of this particular Institution is GA and gave this Journal an Excellent Rating.