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3D Rendering Pipeline a la WattThis is a summary of the Rendering Pipeline Chapters of the book by Alan Watt, "3D Computer Graphics". It is an excellent book and well worth having as a reference book. Local Coordinate SystemThe local coordinate system is how the models are inputted. The system usually is built around a origin , nominally (0,0,0). The axis of symmetry would be usually the z-axis. In model's the vertices, polygon normals, vertex normals are stored in this local system. And are all transformed together. World Coordinate System
Camera Coordinate System
A Viewing System needs :
Operations in View Space :
Flash Tutorials in Video Format -
Watch them now at LearnFlash.com 3D Screen SpaceOperations :
Rendering or Algorithmic Processes
Render Processes in 3D Screen Space
View Volume/Frustum ClippingWe want to discard as many polygons as possible at an early stage in the rendering pipeline. How ?
LightingReflected Light = Ambient + Specular. Specular light is the value calculated from the angle between the camera vector and the polygon normal. Ambient is usually a constant value. RasterizingWhere : (xs,ys) = start point (xe,ye) = end point The algorithm for rasterizing could be :
x = xs;
m = (xe-xs)/ (ye- ys);
for(y = ys to ye) do{
output(round(x),y);
x=x+m;
}
Order of Rendering
clear active edge list for each scan line do for each edge starting on that scanline do add edge to active edge list initialise its shading & raster values & their increments remove edges with end on that scanline parse entire edge list to obtain & render segments add the increments to all active edges Z-BufferOperates in Screen Space. Pixels inside poly are shaded using an incremental shading scheme and the depth is evaluated by interpolation from z-values of the poly vertices after view transformation. |
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