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Graphics Pipeline Stages
Vertex Array
Vertex Shader
Triangle Assembly
Rasterization
Fragment Processing
Frame Buffer
Vertex Shader
Operates on each vertex to interpolate values and apply shading (e.g., Gouraud shading).
Triangle Assembly
Connects vertices to form triangles for rendering.
Rasterization
Converts vector format (triangles) into a bitmap or grid of pixels. Clips parts outside the screen.
Fragment Processing
Calculates color and depth for each pixel fragment, receiving input from the vertex shader.
Frame Buffer
The final destination for rendering output.
GPU
Reads selected vertices from the vertex array, runs vertex shader to form triangles.
Rasterizer
Clips and breaks triangles into fragments.
Frame Buffer (Vocab)
The final output destination for a rendering job.
Digital Differential Analyzer (DDA)
Algorithm that helps determine the best pixel filling for a line between two points.
Gouraud Interpolation
Color interpolation between vertices with smooth shading ; vertices have their own colors C0, C1, C2
Culling
Removing invisible geometry to improve processing time. Includes volume, occlusion, and backface culling.
Volume Culling
Removes objects outside the camera's view.
Occlusion Culling
Removes objects blocked by others closer to the camera.
Backface Culling
Removes the backsides of objects that face away from the camera.
Clipping
Precisely removes parts of primitives outside the view volume.
Cohen-Sutherland Algorithm
Divides 2D space into 9 regions using the view volume boundary and outcodes.
Sutherland-Hodgman Algorithm
Clips polygons against each edge of the view window.
Aliasing
The jagged appearance of lines and edges. Anti-aliasing smooths these jaggies by increasing sample rate.
Box Filtering (Anti-aliasing)
Averages pixel values to reduce jaggies.
Super Sampling (Anti-aliasing)
High-resolution rendering followed by downsampling to smooth out aliasing.
View Space
Coordinate system based on the camera’s position and orientation.
Local Coordinate Space
Each object has its own coordinate system, allowing for movement relative to each other.
World Coordinate Space
All objects transformed into a single coordinate system for consistent positions and distances.
Canonical View Volume
Cube with sides of length 2, centered at the origin. Only objects within this cube are visible.
Window Space
Coordinate system matching screen coordinates with the origin at the lower-left corner.
Transformation Matrices
Used to move objects between coordinate systems.
World Matrix
Moves individual models from local space to world space.
View Matrix
Moves objects from world space to the camera's perspective in view space.
Projection Matrix
Projects 3D objects onto a 2D screen. Includes orthographic and perspective projections.
Orthographic Projection
Objects retain their true size and shape without distortion, used in CAD.
Perspective Projection
Mimics how objects appear smaller as they move farther away, creating a realistic view.
Specifying a View
Origin (0,0,0) and is the position of the camera, gaze direction is where the camera is looking, positive y axis points upwards, positive x axis points to the right