CG12-Traditional Graphics Pipeline
CG12-Traditional Graphics Pipeline
CS-443
Outline
• Introduction
• The Graphics Pipeline
• Summary
Topic: Traditional Graphics Pipeline
Introduction
• A computer graphics pipeline, rendering pipeline or simply graphics
pipeline, is a conceptual model that describes what steps a graphics
system needs to perform to render a 3D scene to a 2D screen.
Topic: Traditional Graphics Pipeline
Clipping
Projection
(to Screen Space)
Scan Conversion
(Rasterization)
Visibility / Display
Topic: Traditional Graphics Pipeline
Visibility / Display
Topic: Traditional Graphics Pipeline
Modeling Transformations
Modeling
Transformations • Model transformations refer to the mapping from object to
Illumination world coordinates.
(Shading) • 3D models defined in their own coordinate system (object
Viewing (Perspective / Orthographic)
space)
Transformation
• Modeling transforms orient the models within a common
coordinate frame (world space)
Clipping
Projection
(to Screen Space)
Scan Conversion
(Rasterization)
Object space World space
Visibility / Display (local to each object) (common to all objects)
Topic: Traditional Graphics Pipeline
Projection
(to Screen Space)
Scan Conversion
(Rasterization)
Visibility / Display
Topic: Traditional Graphics Pipeline
Viewing Transformation
Modeling
Transformations •Maps world space to eye space (derived from view frustum)
Illumination • Viewing position is transformed to origin & direction is
(Shading) oriented along some axis (usually z)
Viewing (Perspective / Orthographic)
Transformation
Eye space
Clipping
Projection
(to Screen Space)
Scan Conversion
(Rasterization) World space
Visibility / Display
Topic: Traditional Graphics Pipeline
Clipping
Modeling
Transformations • Transform to Normalized Device
Coordinates (NDC)
Illumination
(Shading)
Projection
(to Screen Space)
• Portions of the object
Scan Conversion
(Rasterization)
outside the view
volume
(view frustum)
Visibility / Display are removed
Topic: Traditional Graphics Pipeline
Projection
Modeling The objects are projected to the 2D image place i.e. screen space
Transformations (indexed according to hardware attributes)
Illumination
(Shading)
Projection
(to Screen Space)
Scan Conversion
(Rasterization)
Visibility / Display
Topic: Traditional Graphics Pipeline
Clipping
Projection
(to Screen Space)
Scan Conversion
(Rasterization)
Visibility / Display
Topic: Traditional Graphics Pipeline
Visibility / Display
Modeling
Transformations • How do we know which parts are visible/in front?
Illumination • Each pixel remembers the closest object (depth
(Shading) buffer),
Viewing (Perspective / Orthographic)
Transformation
• aims to provide output sensitivity by sending only
visible primitives to the hardware.
Clipping • Aimed to determine which lines or surfaces are
Projection
visible in a synthesized image of a 3D scene.
(to Screen Space) • These problems are known as visible line and
Scan Conversion visible surface determination or as hidden line and
(Rasterization) hidden surface removal.
Visibility / Display
Topic: Traditional Graphics Pipeline
Projection
(to Screen Space) Clip Space (NDC)
Scan Conversion
(Rasterization)
Screen Space
Visibility / Display
Summary
• Almost every step in the graphics pipeline involves a change of
coordinate system.
• Transformations are central to understanding 3D computer graphics.
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