Color Basics
Color Basics
3D Rendering
Why Color ?
• Color Jargons
Agenda • Render Target Surface Formats
• How is a Pixel generated ?
• MSAA
• CPS
• Blending
• Topic to be covered in next session
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3D Rendering
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Applicatio
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Content
App has, in memory, all the objects it might want to draw 3DApp
App sends to the hardware (by way of the API and the driver) a particular object to
Native apps
be drawn
Web apps
• Where in memory to find it Browser
• A rough description of where it goes
• A description of how to paint it
Hardware API
• Gets the description of the object from memory (Vertex Fetch)
• Computes where (in the world) the object is supposed to be (Vertex Shading)
• Computes where (on the screen) the object is supposed to be (Clip/Setup)
Driver
• Figures out what pixels make up the object (Rasterization)
• Tests whether the object is hidden behind something else (Depth Test)
• If not hidden
• Paints the pixels based on the description it got from the app (Pixel H/W
Shading)
• Writes the pixel color to the appropriate location in memory (PixelOut)
• Draws the image on the screen based on the colors written to memory
(Display
Department or Event NameEngine) Intel Confidential 5
Why Color ??
• A digital display with normal resolution ~2 million pixels
• Each pixel needs to have some color value for any image to be
visible onto the screen
• Each image is defined by an array of such pixels each with a
specific color value.
• Each location of the pixel is given by (X,Y) coordinate on the graph
• Any bitmapped image (GIF) can be represented by giving the
location and value to each pixel
• In the memory, the R channel data is stored in LSB, UNORM is stored in MSB
• As you can see-especially when zoomed in -- nature of these pixels creates a stair-
stepping effect, which is called aliasing.
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Topics to be covered
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