CS426 Lecture/Video 7 Graphics Pipeline

0.0(0)
studied byStudied by 0 people
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/22

flashcard set

Earn XP

Description and Tags

Flashcards generated from lecture notes on the graphics pipeline, covering topics from camera transformations to skyboxes and orientation.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

23 Terms

1
New cards

Camera

Converts the 3D world (models) to a 2D image (raster).

2
New cards

Transformation Pipeline

Object Coordinates -> Eye Coordinates -> Clip Coordinates -> Normalised Device Coordinates -> Windows Coordinates

3
New cards

Basic Transformations

Translate, Rotate, Scale

4
New cards

World Transform

Maps model coordinates to world coordinates, accounting for scale, rotation, and translation.

5
New cards

View Transform

Maps world coordinates to camera space, based on camera position, look direction, and up/down orientation.

6
New cards

Projection Transform

Maps camera space to the view plane (3D to 2D), projecting the 3D scene onto a 2D plane.

7
New cards

Backface Culling

Renders only triangles facing the camera (clockwise vertices).

8
New cards

Clipping

Renders only vertices inside the camera's view frustum.

9
New cards

Lighting

Ambient, Diffuse, Specular lighting calculations.

10
New cards

Rasterization

Shading triangles, applying textures, and using Z-buffer for depth sorting.

11
New cards

Perspective Divide

After matrix multiplications, homogeneous coordinates are rescaled so that w=1.

12
New cards

Viewport Transform

Maps 2D coordinates to the display or application window.

13
New cards

Standard Sphere Model

Vertices recorded in a clockwise winding order on the surface of the sphere. Anticlockwise vertices are culled.

14
New cards

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.

15
New cards

Back-face or Triangle Culling

The graphics card's ability to ignore (not render) triangles whose vertices are not defined in a clockwise order.

16
New cards

Skydome

A hemisphere mesh with a plane base, used to simulate sky and ground.

17
New cards

Sky Box

An object with the winding order reversed, the sky box provides a background to the 3D world from all views.

18
New cards

Orientation

Yaw, Pitch, and Roll

19
New cards

Yaw, Pitch, Roll

Angles describing rotation around the Z, Y, and X axes, respectively.

20
New cards

Euler Angles

Yaw (), Pitch () and Roll (ω)

21
New cards

Gimbal Lock

Occurs when the xy and XY planes align.

22
New cards

Modelview Matrix

Transformation of geometry from model to view space, including camera view.

23
New cards

Projection Matrix

Transformation of geometry from view to clipping space, using perspective or orthographic projection.