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文檔簡(jiǎn)介
ObjectivesLearn
the
basic
design
of
a
graphicssystemIntroduce
pipeline流水線architectureExamine
software
components
for
aninteractive
graphics
systemImage
FormationRevisitedCan
wemimic模仿thesynthetic
cameramodel
to
design
graphics
hardwaresoftware?Application
Programmer
Interface
(API)Need
only
specifyObjects對(duì)象Materials材質(zhì)屬性Viewer觀察者Lights光源But
how
is
the
API
implemented?PhysicalApproachesRay
tracing光線
:
follow
raysof
light
fromcenter
of
projection
until
they
either
areooff
to
infinity無(wú)窮遠(yuǎn)absorbedbyobjectsCan
handle
global
effectsMultiple
reflectionsTranslucent半透明objectsSlow-
Must
have
wholedata
baseavailable
at
all
timesRadiosity輻射度:Energy
based
approach-
VeryslowPhysical
Approaches
?(The
answer
is
no)Let’s
see
the
GraphicsArchitecturesOutline1.6
TheProgrammer’s
Interface1.6.1
Three-Dimensional
APIs1.7
Graphics
Architectures1.7.1
Display
Processors1.7.2
Pipeline
Architecture1.7.3
The
Graphics
Pipeline1.7.4
Vertex
Processing1.7.5
Clip and
Primitive
Assembly1.7.6
Rasterization1.7.7
Fragment
Processing1.6
The
Programmer’sInterfaceProgrammerseesthe
graphicssystemthrough
a
software
interface:
the
ApplicationProgrammer’s
Interface
(API)Fig
1.21
Application
Programmer’s
model
of
graphics
system1.6.1
Three-DimensionalAPIs(API
Contents)Functions
thatspecify
what
we
needtoforman
imageObjects對(duì)象Viewer觀察者Light
Source(s)光源Materials材質(zhì)屬性O(shè)therinformationInput
from
devices
such
as
mouse
and
keyboardCapabilities
of
system1.6.1
Three-Dimensional
APIs(Object
Specification對(duì)象指定)Most
APIs
support
a
limited
set
of
primitivesincludingPoints
(0Dobject)Line
segments(1D
objects)Polygons
(2D
objects)Some
curves
andsurfacesQuadrics二次曲面Parametric
polynomials
參數(shù)多項(xiàng)式曲面All
are
defined
throughlocations
in
space
空間位置orVertices頂點(diǎn)1.6.1
Three-DimensionalAPIs(Example)glVertex3f(0.0,0.0,0.0);glVertex3f(0.0,1.0,0.0);glVertex3f(0.0,0.0,1.0);glEnd(
);type
ofobjectlocation
of
vertexglBegin(GL_POLYGON)end
of
object
definition1.6.1
Three-DimensionalAPIs(Camera
Specification,
Viewer觀察者)Six
degrees
offreedomPosition位置of
center
oflens鏡頭,COPOrientation方向Lens鏡頭focal
lengthFilm
plane膠片平面sizeOrientationFig
1.25
camera
specification1.6.1
Three-DimensionalAPIs(Lights光源)Types
oflightsPoint
(Positional)sources點(diǎn)光源vs
distributed
(Directional)sources分布光源Spot
lights聚光源Near
and
far
sources近光遠(yuǎn)光Color
properties1.6.1
Three-Dimensional
APIs(Materials材質(zhì)屬性)Material
propertiesAbsorption吸收:color
propertiesScattering散射Diffuse漫反射Specular鏡面反射1.7 GraphicsArchitecturesEarly
graphics
systems
used
general-purpose
computers.CPUSystemMemory
ControllerMonitorSystem
BusI/ODevicesDigital
to
og(D/A)converter1.7.1
Display
ProcessorsSpecial-purposegraphics
systems,
relieving
thegeneral-purpose
computer
from
the
task
ofrefreshing
the
displaycontinuously.CPUSystemMemoryControllerSystem
BusI/O
DevicesDisplay
Processormemory(FrameBuffer)ControllerMonitorDisplay
listDisplay
ProcessorRather
than
have
the
host
computer
try
torefresh
display
use
a
special
purpose
computercalled
a
display
processor
(DPU)Graphics
stored
in
display
list顯示列表(displayfile)
on
display
processorHost
compiles
display
list
and
sends
to
DPU1.7.2 Pipeline
ArchitecturePipeline流水線Concurrency并行Delayor
latency延遲Throughput吞吐量1.7.3
The
Graphics
Pipeline(Practical
Approach)Process
objects
one
at
a
time
in
the
order
theyare
generated
by
the
applicationPipelinearchitectureAll
steps
can
be
implemented
in
hardware
onthe
graphics
cardapplicationprogramdisplay1.7.4
VertexProcessing頂點(diǎn)處理Vertex頂點(diǎn)包含拓?fù)湫畔⒃趦?nèi)的幾何表示拓?fù)湫畔opology,鄰接關(guān)系、次序幾何信息Geometry,點(diǎn)(一般意義的點(diǎn)point)坐標(biāo)信息Vertex頂點(diǎn)及其頂點(diǎn)序列構(gòu)成線段,多邊形,或者
多邊形集合曲線、曲面
的參數(shù)頂點(diǎn)圖形學(xué)中最基本的幾何模型1.7.4
VertexProcessing頂點(diǎn)處理Much
of
the
work
in
the
pipeline
is
inconvertingobject
representations(幾何階段)from
onecoordinate
system
toanotherObjectcoordinates對(duì)象坐標(biāo)Camera
(eye)coordinates觀察坐標(biāo)Screen
coordinates屏幕坐標(biāo)Every
change
of
coordinates
is
equivalent
to
amatrix矩陣transformationVertex
processor
also
computes
vertex
colors1.7.4
Vertex
Processing(Projection投影)Projection投影is
the
process
thatcombines
the3D
viewer
with
the
3Dobjects
to
produce
the
2D
imageprojections:all
projectors投影線meet
at
the
center
of
projection投影中心Parallel平行projection:projectors投影線areparallel,center
of
projection
is
replaced
by
a
direction
of
projection投影方向1.7.4
Vertex
Processing(Projection投影)Chapter
5
will
discuss
projection
processComputer
viewingprojectionsParallel
projectionChapter
6
will
discuss
lighting
andshading光照與明暗繪制computes
vertex
colors1.7.5
Clipand
Primitive
Assembly裁減與圖元組裝(Primitive
Assembly)Vertices
must
be
collected
into
geometricand
rasterizationobjects
before
clipcan
takeplaceLinesegments線段Polygons多邊形-Curves
and
surfaces
曲線曲面1.7.5
Clipand
Primitive
Assembly(Clip
裁減)Just
asa
realcamera
cannot
“see”thewhole
world,
thevirtual
camera
can
onlysee
partof
the
world
or
object
space-
Objects
that
are
notwithinthis
volume
are
saidto
be
clipped
out
of
the
scene1.7.5
Clipand
Primitive
Assembly(Clip
)Chapter
7
(7.3,
7.4,
7.5,
7.6,
7.7)
willdiscuss
Clip
processClipLine
segments
ClipPolygonclipClipClipof
other
primitivesin
threedimensions1.7.6
Rasterization光柵化If
an
object
is
not
clippedout,
the
appropriatepixels
in
theframebuffer
must
be
assignedcolorsRasterizer
produces
a
set
offragments片元foreach
objectFragments
are“potential潛在pixels”Havealocation
inframe
buffer位置信息Color
attributes顏色屬性Depth
information深度信息Vertex
attributes
are
interpolated
over
objects
bytherasterizer1.7.6
Rasterization光柵化Chapter
7
(7.8,
7.9,
7.10)
will
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