Chapter 2. The Graphics Rendering Pipeline ??????? - PowerPoint PPT Presentation

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Chapter 2. The Graphics Rendering Pipeline ???????

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Title: View-Dependent Polygonal Simplification Author: David P. Luebke Last modified by: xgjin Created Date: 2/18/1998 3:05:26 AM Document presentation format – PowerPoint PPT presentation

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Title: Chapter 2. The Graphics Rendering Pipeline ???????


1
Chapter 2. The Graphics Rendering
Pipeline???????
??? Email jin_at_cad.zju.edu.cn ????CADCG???????,
?I ??
2
????
  • ?????????????????????????????????????????????
  • A chain is no stronger than its weakest
    link?????????????(bottleneck)??????????
  • ???????????(function)??????(implementation)?

3
Architecture(????)
Three conceptual stages
Application
Rasterizer
Geometry
Each stage may be a pipeline
4
Application Stage(???)CPU
  • ??????,???????(????????????)
  • ???????Rendering primitives(????????)
  • Processes??????????????????Morphing???????(??????
    VR??)????

5
The Geometry Stage(???)
  • ???????????????

Model view Transform
Lighting
Projection
Clipping
Screen Mapping
???????????????
6
Model and View Transform
Model space
World space
Model transform
Model coordinates
World coordinates
Camera or eye space
View transform
Camera coordinates
7
Lighting and Shading
  • ????????????????(??????????????)
  • ??????????(?????????)
  • ??????????Gouraud shading

8
Projection
  • ??????????????,????(view volume)?????????
  • ??????????(orthographic or parallel
    projection)?????(perspective projection)
  • ??????????????????????????????????
  • ?????????????????????????????,?????????,?????????

9
Clipping
  • ?????????????????????
  • ??????????????????????????????
  • ???????????,?????????????,?????????

10
???
?????
x
x
Clipping
z
z
???
11
Screen Mapping
?????
(x2,y2)
Screen mapping
Test OOO
(x1,y1)
12
The Rasterizer Stage(????)
  • ????????????
  • ??Per-pixel operations
  • ?????????????(color buffer)
  • ???buffer?????back buffer??,??????,????front
    buffer
  • ?????????? ?????????Z-buffer??
  • Z-buffer????????????Z?

13
Z-buffer ??
  • ???????Z??Z-buffer??????,????Z?????????
  • ???????Z??Z-buffer??????,????Z??????
  • ????????????????????????????O(n)??????????

14
??????buffer
  • Color buffer ????????
  • Z buffer?????Z?
  • Alpha buffer ?????????
  • Stencil buffer(?????) ?????????????OpenGL????,?
    ???????18 Bits???????????????????,????????????Col
    or buffer?Z buffer??????????????????????,???????
    ???????????,?????????

15
??????buffer(?)
  • Frame buffer????????buffer,?????Color buffer?Z
    buffer
  • Accumulation buffer(????) 1990?Haeberli?Akeley???
    ?????,????????????????????????(motion
    blur)??????????(depth of field)???

16
? ?
GPU
CPU
Application
Rasterizer
Geometry
????
  • ?????????????,?????????,????????????????????????
  • ???????????!??????,?????!

17
Graphics Pipeline GPU
GPU
CPU
Graphics State
VertexProcessor
PixelProcessor
Application
VertexProcessor
Assembly Rasterization
PixelProcessor
VideoMemory(Textures)
Vertices(3D)
Xformed,LitVertices(2D)
Fragments(pre-pixels)
Finalpixels(Color, Depth)
Render-to-texture
  • Note
  • Vertex processor does all transform and lighting
  • Pipe widths vary
  • Intra-GPU pipes wider than CPU?GPU pipe
  • Thin GPU?CPU pipe
  • Many caches and FIFOs not shown
  • Soon render-to-vertex-array
  • Heres whats cool
  • Can now program vertex processor!
  • Can now program pixel processor!

18
Graphics Pipeline GPU
Framebuffer
Fragment Processor
Rasterizer
Geometry Processor
Geometry Storage
CPU
Texture Storage Filtering
Vertices
Pixels
19
Possible Bottlenecks
CPU
transfer
transform
raster
texture
fragment
frame buffer
Framebuffer
Fragment Processor
Rasterizer
Geometry Processor
Geometry Storage
CPU
Texture Storage Filtering
CPU/Bus Bound
Vertex Bound
Pixel Bound
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