0% found this document useful (0 votes)
5 views

CG12-Traditional Graphics Pipeline

The document outlines the traditional graphics pipeline, detailing the steps required to render a 3D scene to a 2D screen. It covers various stages including modeling, transformations, illumination, viewing, clipping, projection, scan conversion, and visibility. The summary emphasizes the importance of coordinate system changes and transformations in understanding 3D computer graphics.

Uploaded by

Abdullah Awan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
5 views

CG12-Traditional Graphics Pipeline

The document outlines the traditional graphics pipeline, detailing the steps required to render a 3D scene to a 2D screen. It covers various stages including modeling, transformations, illumination, viewing, clipping, projection, scan conversion, and visibility. The summary emphasizes the importance of coordinate system changes and transformations in understanding 3D computer graphics.

Uploaded by

Abdullah Awan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 17

“Computer Graphics”

CS-443

“Traditional Graphics Pipeline”

By: Shazia Rehman


Visiting Lecturer in Computer Science
Govt Postgraduate college pindi road Kohat
Topic: Traditional Graphics Pipeline

Recommended and Reference Books


Topic: Traditional Graphics Pipeline

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

The Graphics Pipeline


Modeling
Transformations
Illumination
(Shading)
Viewing (Perspective / Orthographic)
Transformation

Clipping

Projection
(to Screen Space)
Scan Conversion
(Rasterization)

Visibility / Display
Topic: Traditional Graphics Pipeline

The Graphics Pipeline…


Modeling
Transformations • Primitives are processed in a series of stages
Illumination
(Shading)
• Each stage forwards its result on to the next
stage
Viewing (Perspective / Orthographic)
Transformation • The pipeline can be drawn and implemented in
different ways
Clipping
• Some stages may be in hardware, others in
Projection software
(to Screen Space)
• Optimizations & additional programmability are
Scan Conversion
(Rasterization) available at some stages

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

Illumination (Shading) (Lighting)


Modeling
Transformations • Vertices lit (shaded) according to material
Illumination properties, surface properties (normal) and light
(Shading) sources
Viewing (Perspective / Orthographic) • Local lighting model
Transformation
(Diffuse, Ambient, Phong, etc.)
Clipping

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)

Viewing (Perspective / Orthographic)


Transformation

Eye space NDC


Clipping

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)

Viewing (Perspective / Orthographic)


Transformation

NDC Screen Space


Clipping

Projection
(to Screen Space)

Scan Conversion
(Rasterization)

Visibility / Display
Topic: Traditional Graphics Pipeline

Scan Conversion (Rasterization)


Modeling • When we represent regular objects in the form of discrete pixels.” Every
Transformations graphics system must transform the primitives into a collection of pixels.
• The scan conversion is also called “Rasterization.” Each pixel in the
Illumination
(Shading)
graphical system has two states either on or off.
• Interpolate values as we go (color, depth, etc.)
Viewing (Perspective / Orthographic)
Transformation

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

Common Coordinate Systems


• Object space
• local to each object
• World space
• common to all objects
• Eye space / Camera space
• derived from view frustum
• Clip space / Normalized
Device Coordinates (NDC)
• [-1,-1,-1] → [1,1,1]
• Screen space
• indexed according
to hardware attributes
Topic: Traditional Graphics Pipeline

Coordinate Systems in the Pipeline


Modeling Object space
Transformations
Illumination
(Shading) World space
Viewing (Perspective / Orthographic)
Transformation
Eye Space / Camera Space
Clipping

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.
THANKS

You might also like