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Rendering Techniques

The document discusses various 3D rendering techniques. It covers topics like polygon representation, 3D meshes, the graphics rendering pipeline including stages like geometry processing, rasterization, and pixel processing. It also discusses transforms used in 3D graphics like view transforms and different types of transforms in mathematics. Specific rendering techniques like flat shading, Gouraud shading, Phong shading and their differences are explained. Interpolative and incremental techniques for merging lists are also summarized.

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0% found this document useful (0 votes)
94 views35 pages

Rendering Techniques

The document discusses various 3D rendering techniques. It covers topics like polygon representation, 3D meshes, the graphics rendering pipeline including stages like geometry processing, rasterization, and pixel processing. It also discusses transforms used in 3D graphics like view transforms and different types of transforms in mathematics. Specific rendering techniques like flat shading, Gouraud shading, Phong shading and their differences are explained. Interpolative and incremental techniques for merging lists are also summarized.

Uploaded by

Dept Phys
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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RENDERING TECHNIQUES

Module 1
POLYGON REPRESENTATION
3D POLYGONS
3D MESH - TETRAHEDRON
APPLICATION STAGE

 The geometry to be rendered is fed to the geometry processing stage.


These are the rendering primitives, i.e., points, lines, and triangles, that
might eventually end up on the screen.

 It is not divided into substages, as are the geometry processing,


rasterization, and pixel processing stages.1 However, to increase
performance, this stage is often executed in parallel on several processor
cores.

 Collision detection, feedback and other input are processed.


VIEW TRANSFORM

 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

 Each pipeline can also be another pipeline either parallel or series.


 Bottleneck – slowest step
FRUSTRUM - VIEW VOLUME

 Display depends on location, material properties, light sources, textures,


shading, etc.
TRANSFORMS IN MATHS

 LAPLACE TRANSFORMS – transforms original differential equation to


elementary algebraic expression, which is solved and transformed once again to
original equation
 Transforms one variable at a time
 Transforms one variable to one parameter ( constant under specific conditions)
 Not much applied for images
 FOURIER TRANSFORMS - transform the signals between two different domains,
such as transforming signal from frequency domain to time domain or vice versa
 interpolate functions and to smooth signals
 Used to detect constituent pitches in audio file
 Very much used for image processing
FOURIER TRANSFORMS

 Any image can be represented as a sum of sine waves


FOURIER TRANSFORMS
CAPACITY OF FOURIER
EDGE DETECTION
EDGE DETECTION
LAST EXAMPLE
WHAT IS THE INFORMATION STORED
OUTSIDE THE BOX
VISUAL TRANSFORMATIONS

 View from different angles


 Translation
 Scaling
 Transformation for scaling + transformation for translation
 Rotating
 Reflection
 Shearing
COMPLIMENTARY VIEWS OF
TRANSFORMATION
 Geometric Transformation: The object itself is transformed relative to the
coordinate system or background. The mathematical statement of this
viewpoint is defined by geometric transformations applied to each point of
the object.
 Moving the automobile while keeping the background fixed

 Coordinate Transformation: The object is held stationary while the


coordinate system is transformed relative to the object. This effect is
attained through the application of coordinate transformations.
 keep the car fixed while moving the background scenery
TRANSLATION

 The straight line movement of an object from one position to another is


called Translation
 If (Tx,Ty) is called as shift vector then X1 = X + Tx and Y1 = Y + TY .
SCALING
 If T1= [(2,0),(0.2)]. If (x1 y1)is original position and T1 is translation vector then (x2
y2) are coordinated after scaling
 Scaling factor S is 2 It may be different for x and y directions
ROTATION
 process of changing the angle of the object clockwise or
anticlockwise.
 specify the angle of rotation and rotation point or pivot point
 When the object is rotated, then every point of the object is rotated
by the same angle.

 Matrix for rotation

 Matrix for anti-clockwise rotation


REFLECTION

 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

 Reflection about y-axis


SHEARING

 Changes the shape of object. The sliding of layers of object occur. The shear can
be in one direction or in two directions.

 Shearing in the X-direction

 Shearing in the X-direction

 Shearing in both directions


 A sphere in different tesselations rendered with flat shading

 Explain interpolation and increment meaning using graph


INCREMENTAL SHADING

 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

 Interpolative shading or Gouraud shading calculates the color of each pixel


by interpolating the colors of its surrounding vertices. This technique is
often used to create smooth surfaces that appear to have varying levels of
brightness and shadow.

 computationally expensive than incremental shading


 create more realistic-looking surfaces
PHONG SHADING
 Phong shading is a type of interpolative shading technique that is commonly used
in computer graphics to produce more detailed and realistic-looking 3D objects.
 Phong shading calculates the surface normal at each vertex of the object and then
interpolates the normals across the surface to generate a smooth shading effect.
This allows the object to have a more realistic appearance with highlights and
shadows that change smoothly across the surface.

 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

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