Vertex processing
Clipping & rasterisation
Fragment processing
Frame buffer processing
Convert from object to world co-ordinates, then camera space and finally clip space.
We workout vertex normals, for lighting
Ambient
Diffuse (lambertian) lighting
Specular (phong) lighting
Flat shading, per polygon
Gourad shading, per vertex
Phong shading, per pixel.
Explicit, one axis in terms of another.
Parametric, from a parameter (t) to a point on the curve
Implicit, point on the curve when f(x) = 0
Cant represent vertical lines.
Can’t represent a curve that outputs two values at a single point (e.g a cicle)
Approximating where original vertices are moved
Interpolating where we add new vertices.