Rendering Techniques
Rendering Techniques
Module 1
POLYGON REPRESENTATION
3D POLYGONS
3D MESH - TETRAHEDRON
APPLICATION STAGE
a top-down view shows the camera located and oriented as the user wants it to
be, in a world where the +z-axis is up. The view transform reorients the world so
that the camera is at the origin, looking along its negative z-axis, with the
camera’s +y-axis up, as shown on the right. This is done to make the clipping and
projection operations simpler and faster.
GRAPHICS RENDERING PIPELINE
DICTIONARY
Vertex Specification:
the process of setting up the necessary objects for rendering with a
particular shader program as well as the process of using those objects to
render.
Vertex Shader:
a graphics processing function used to add special effects to objects in a
3D environment by performing mathematical operations on the objects'
vertex data
Tasselation:
the dividing of datasets of polygons (sometimes called vertex sets)
presenting objects in a scene into suitable structures for rendering
Geometry Shader
Geometry Shader:
processes entire primitives: triangles, lines, and points, along with their
adjacent vertices. It is useful for algorithms including Point Sprite
Expansion, Dynamic Particle Systems, and Shadow Volume Generation. It
supports geometry amplification and de-amplification.
Vertex Post-processing :
the vertex outputs of the Vertex Processing undergo a variety of
operations mainly to prepare for Primitive Assembly and Rasterization
stages
Primitive Assembly:
Primitives are divided into a sequence of individual base primitives. After
some minor processing, as described below, they are passed along to
the rasterizer to be rendered
Rasterization
Rasterization:
the task of taking an image described in a vector graphics format
(shapes) and converting it into a raster image (a series of pixels, dots or
lines, which, when displayed together, create the image which was
represented.
Fragment Shader:
the Shader stage that will process a fragment generated by
the Rasterization into a set of colors and a single depth value
Per-sample operations:
the last stage of the pipeline, in which the program processes each
fragment sample and does executes the required processes on them to
create the final image that is displayed on the screen
RENDERING PIPELINE
Produces a mirror image of an object. The mirror image can be either about x-axis
or y-axis or other line/plane. The object is rotated by 180°
Reflection about x-axis using the matrix
Changes the shape of object. The sliding of layers of object occur. The shear can
be in one direction or in two directions.
Incremental shading or flat shading calculates the color of each pixel based on the
normal vector at each point on the surface of the 3D object. This technique is
often used to create flat surfaces that appear to have uniform color and
brightness.
faster to compute
surfaces that appear to be flat and lack detail
INTERPOLATIVE SHADING
Phong shading interpolates surface normals to calculate the shading of each pixel
on a 3D object.
flat shading uses a single normal vector per polygon to determine the color, while
Phong shading calculates the normal vector for each point on the surface and
interpolates the shading.
INTERPOLATIVE AND INCREMENTAL
MERGING
for merging sorted lists or arrays
Interpolative merging is a divide-and-conquer technique that calculates the
position of the midpoint between two sorted lists, and then performs a binary
search to find the nearest element in the other list. This technique can be more
efficient for larger lists or arrays
incremental merging is a simple and intuitive technique that merges two sorted
lists or arrays one element at a time, starting from the beginning of both lists. This
technique is generally slower than interpolative merging, but is still efficient for
smaller lists or arrays.
REVIEW