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one point view
image plane is parallel to one face
two point view
image plane is parallel to one axis, usually y
three point view
most general case
what shape is the view volume
frustum
in what 3 cases will primitives need to be clipped?
outside field of view, too close to camera, too far from camera
role of N matrix from NSH
performs perspective normalisation. for parallel projections, set to identity matrix
role of S matrix from NSH
performs scaling to normalised device coords. if normalised, set to identity matrix
role of H matrix from NSH
transforms the frustum to a symmetric form (shears). if projection is not oblique, set to identity matrix
which primitives are rendered and which are culled?
those facing the camera are rendered, those facing the other way are culled
z buffer
selectively renders based on partial information
why is the z buffer the only suitable approach for modern pipelined hardware?
vertices arrive in random order so we need to sort them at the end of the process
depth buffer (in z buffer algorithm)
records the distance from the closest fragment to the projection plane
z buffer algorithm step 1 (before updating colour buffer)
check depth of current fragment
z buffer algorithm step 2 (before updating colour buffer)
compare to recorded closest depth
z buffer algorithm step 3 (before updating colour buffer)
if larger, discard the colour. if smaller, update the colour and depth
how is a shadow like a projection?
a 3d object casts polygonal shadows, where the polygon is a projection of the 3d object onto a flat surface