Graphics Pipeline and Rendering Concepts

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A collection of flashcards covering key concepts and definitions related to graphics rendering and pipeline processes.

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18 Terms

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Bezier curves

Curves that do not interpolate all of their control points.

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Blending functions

Provide a convenient basis for expressing curves in terms of the control points.

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Cubic Bezier curve

A curve that has 4 control points.

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Rasterization

Occurs after vertex transformation in the graphics pipeline.

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Clipping

It is performed before perspective division in the graphics pipeline.

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3D rendering pipeline

Primarily designed to support rasterization, not ray tracing.

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Perspective transformation

It is not linear in z.

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Viewport transformation

Maps from normalized device coordinates to screen space.

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Antialiasing through pixel supersampling

Introduces significant computational overhead to ray tracing.

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Mipmapping textures

Reduces minification artifacts.

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Midpoint algorithm for rasterizing lines

Converts a line to a set of pixel fragments and can be optimized to incrementally compute the line equation.

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z-buffer

Used to select which fragment to draw based on fragment depth.

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Barycentric coordinates

Used to determine the position relative to a triangle.

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Texture mapping

  • Texture mapping can add realism without increasing polygon count

  • Textures can be used to vary the normal over the surface of an object

  • Textures typically do not change object silhouettes

  • Textures can appear distorted if perspective correct interpolation is not employed

  • Textures may be 2D images or 3d solid textures

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Texture coordinates

Can be interpolated from the vertices inside a triangle.

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3D rendering pipeline order

Consists of modelview transformation, projection transformation, divide-by-w, and viewport transform.

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Curve Polynomial interpolation

Unique n-degree polynomial interpolates n + 1 distinct data points.

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Rotation matrix

Describes 2D space rotation with a single parameter and its inverse is its transpose.