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Graphics Pipeline Stages

The document describes the key stages in a graphics pipeline used to generate images from 3D scene data. The pipeline includes vertex processing, clipping and rasterization, fragment processing, and frame buffer processing. Vertex processing transforms vertex positions and properties. Clipping and rasterization convert polygons to pixels. Fragment processing computes pixel colors and depths. Frame buffer processing performs hidden surface removal to produce the final rendered image.

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0% found this document useful (0 votes)
114 views

Graphics Pipeline Stages

The document describes the key stages in a graphics pipeline used to generate images from 3D scene data. The pipeline includes vertex processing, clipping and rasterization, fragment processing, and frame buffer processing. Vertex processing transforms vertex positions and properties. Clipping and rasterization convert polygons to pixels. Fragment processing computes pixel colors and depths. Frame buffer processing performs hidden surface removal to produce the final rendered image.

Uploaded by

faizy gii
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Graphics Pipeline Stages

Lecture 3
Graphic Pipeline Stages:
Sequence of steps, operations that is used to
generate an image using object order
processing.

Graphic pipeline refers to a series of


interconnected stages through which data
and commands describing a scene go
through when being rendered. / produced

2 Instructor: Sadia Arshid


Graphics Pipeline(Contd…)
Application

Command
CPU
GPU
Geometry

Rasterization

Fragment

Display

3 Instructor: Sabina Irum


-

Environment mapping

shadows

4 Instructor: Sabina Irum


Graphics Pipeline Stages

5 Instructor: Sabina Irum


Vertex processing

 Input: vertex data (position,


color, etc.)
 Output: transformed
vertices in respective object
and colors, etc.

6 Instructor: Sabina Irum


Vertex processing
Other geometry tasks
deformation: skinning, mesh blending
low-quality lighting
pass other properties to next stages of pipeline
the only place to algorithmically alter shape
Programmable hardware unit
algorithm can be changed at run-time by application
only recent change

7 Instructor: Sabina Irum


Clipping and rasterization

Clipping and rasterization


turns sets of vertices into
primitives and fills them in
output: set of fragments
with interpolated data

8 Instructor: Sabina Irum


Clipping
Remove (partial) objects not in the view frustum
efficiency: cull later stages of the pipeline
often referred as culling when full objects removed

9 Instructor: Sabina Irum


Rasterization
approximate primitives into pixels
pixel centered at integer coordinates
determine which pixels to turn on
no antialiasing (jaggies) pixel in the primitive
consider antialiasing for some primitives
input: vertex position in homogenous coordinates
interpolate values across primitive
colors, position at vertices
input: any vertex property

10 Instructor: Sabina Irum


Rasterization
required properties
uniform thickness and brightness
continuous appearance (no holes)
Efficiency
simplicity (for hardware implementation)

11 Instructor: Sabina Irum


Fragment processing

Fragment processing
output: final color and depth
traditionally mostly for
texture lookups
Lighting was computed for
each vertex
today, computes lighting per-
pixel

12 Instructor: Sabina Irum


Fragment processing
Compute final fragment colors, alphas and depth
depth is often untouched if no special effects
final lighting computations
lots of texture mapping

Texture Mapping

13 Instructor: Sabina Irum


Frame buffer processing

Frame buffer processing


output: final picture
hidden surface elimination

14 Instructor: Sabina Irum


Frame buffer processing
Hidden surface removal
sort objects back to front
draw in sorted order
does not work in many cases

15 Instructor: Sabina Irum


Hidden surface removal

16 Instructor: Sadia Arshid


Rendering
Rendering is the process of
generating an image from a model, by means of
computer programs.
The model is a description of three-dimensional
objects in a strictly defined language or data structure
Model would contain geometry, viewpoint, texture,
lighting, and shading information.
The image is a digital image or raster graphics image.

17 Instructor: Sabina Irum


Features of Rendered Image
shading — how the color and brightness of a
surface varies with lighting
texture-mapping — a method of applying detail to
surfaces
fogging/participating medium — how light dims
when passing through non-clear atmosphere or air
shadows — the effect of obstructing light
soft shadows — varying darkness caused by
partially hidden light sources

18 Instructor: Sabina Irum


Features of Rendered Image
reflection — mirror-like or highly glossy
reflection
Transparency or opacity — sharp transmission of
light through solid objects
refraction — bending of light related with
transparency
indirect illumination — surfaces illuminated by
light reflected off other surfaces, rather than
directly from a light source (also known as global
19
illumination)
Instructor: Sabina Irum
Features of Rendered Image
motion blur — objects appear blurry due to
high-speed motion, or the motion of the camera
non-photorealistic rendering — rendering of
scenes in an artistic style, planned to look like a
painting or drawing

20 Instructor: Sabina Irum


Vertex data

21 Instructor: Sabina Irum


Vector processing

22
Rasterization

23 Instructor: Sabina Irum


Fragment processing & Frame Buffer

Fragment Processing Frame Buffer (output image


in the form of pixels)

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Pipeline Stages

25 Instructor: Sabina Irum

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