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Flashcards generated from lecture notes on the graphics pipeline, covering topics from camera transformations to skyboxes and orientation.
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Camera
Converts the 3D world (models) to a 2D image (raster).
Transformation Pipeline
Object Coordinates -> Eye Coordinates -> Clip Coordinates -> Normalised Device Coordinates -> Windows Coordinates
Basic Transformations
Translate, Rotate, Scale
World Transform
Maps model coordinates to world coordinates, accounting for scale, rotation, and translation.
View Transform
Maps world coordinates to camera space, based on camera position, look direction, and up/down orientation.
Projection Transform
Maps camera space to the view plane (3D to 2D), projecting the 3D scene onto a 2D plane.
Backface Culling
Renders only triangles facing the camera (clockwise vertices).
Clipping
Renders only vertices inside the camera's view frustum.
Lighting
Ambient, Diffuse, Specular lighting calculations.
Rasterization
Shading triangles, applying textures, and using Z-buffer for depth sorting.
Perspective Divide
After matrix multiplications, homogeneous coordinates are rescaled so that w=1.
Viewport Transform
Maps 2D coordinates to the display or application window.
Standard Sphere Model
Vertices recorded in a clockwise winding order on the surface of the sphere. Anticlockwise vertices are culled.
Skysphere
Mesh contains vertices with a reversed winding order, the rear internal face of the sphere is rendered and visible, with the camera typically inside the sphere.
Back-face or Triangle Culling
The graphics card's ability to ignore (not render) triangles whose vertices are not defined in a clockwise order.
Skydome
A hemisphere mesh with a plane base, used to simulate sky and ground.
Sky Box
An object with the winding order reversed, the sky box provides a background to the 3D world from all views.
Orientation
Yaw, Pitch, and Roll
Yaw, Pitch, Roll
Angles describing rotation around the Z, Y, and X axes, respectively.
Euler Angles
Yaw (), Pitch () and Roll (ω)
Gimbal Lock
Occurs when the xy and XY planes align.
Modelview Matrix
Transformation of geometry from model to view space, including camera view.
Projection Matrix
Transformation of geometry from view to clipping space, using perspective or orthographic projection.