Graphics Pipeline

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

1/32

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

33 Terms

1
New cards

Graphics Pipeline Stages

  1. Vertex Array

  2. Vertex Shader

  3. Triangle Assembly

  4. Rasterization

  5. Fragment Processing

  6. Frame Buffer

2
New cards

Vertex Shader

Operates on each vertex to interpolate values and apply shading (e.g., Gouraud shading).

3
New cards

Triangle Assembly

Connects vertices to form triangles for rendering.

4
New cards

Rasterization

Converts vector format (triangles) into a bitmap or grid of pixels. Clips parts outside the screen.

5
New cards

Fragment Processing

Calculates color and depth for each pixel fragment, receiving input from the vertex shader.

6
New cards

Frame Buffer

The final destination for rendering output.

7
New cards

GPU

Reads selected vertices from the vertex array, runs vertex shader to form triangles.

8
New cards

Rasterizer

Clips and breaks triangles into fragments.

9
New cards

Frame Buffer (Vocab)

The final output destination for a rendering job.

10
New cards

Digital Differential Analyzer (DDA)

Algorithm that helps determine the best pixel filling for a line between two points.

11
New cards

Gouraud Interpolation

Color interpolation between vertices with smooth shading ; vertices have their own colors C0, C1, C2 

12
New cards

Culling

Removing invisible geometry to improve processing time. Includes volume, occlusion, and backface culling.

13
New cards

Volume Culling

Removes objects outside the camera's view.

14
New cards

Occlusion Culling

Removes objects blocked by others closer to the camera.

15
New cards

Backface Culling

Removes the backsides of objects that face away from the camera.

16
New cards

Clipping

Precisely removes parts of primitives outside the view volume.

17
New cards

Cohen-Sutherland Algorithm

Divides 2D space into 9 regions using the view volume boundary and outcodes.

18
New cards

Sutherland-Hodgman Algorithm

Clips polygons against each edge of the view window.

19
New cards

Aliasing

The jagged appearance of lines and edges. Anti-aliasing smooths these jaggies by increasing sample rate.

20
New cards

Box Filtering (Anti-aliasing)

Averages pixel values to reduce jaggies.

21
New cards

Super Sampling (Anti-aliasing)

High-resolution rendering followed by downsampling to smooth out aliasing.

22
New cards

View Space

Coordinate system based on the camera’s position and orientation.

23
New cards

Local Coordinate Space

Each object has its own coordinate system, allowing for movement relative to each other.

24
New cards

World Coordinate Space

All objects transformed into a single coordinate system for consistent positions and distances.

25
New cards

Canonical View Volume

Cube with sides of length 2, centered at the origin. Only objects within this cube are visible.

26
New cards

Window Space

Coordinate system matching screen coordinates with the origin at the lower-left corner.

27
New cards

Transformation Matrices

Used to move objects between coordinate systems.

28
New cards

World Matrix

Moves individual models from local space to world space.

29
New cards

View Matrix

Moves objects from world space to the camera's perspective in view space.

30
New cards

Projection Matrix

Projects 3D objects onto a 2D screen. Includes orthographic and perspective projections.

31
New cards

Orthographic Projection

Objects retain their true size and shape without distortion, used in CAD.

32
New cards

Perspective Projection

Mimics how objects appear smaller as they move farther away, creating a realistic view.

33
New cards

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