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* Models and Architectures Yuanfeng Zhou Shandong University * Objectives Learn the basic design of a graphics system Introduce pipeline architecture Examine software components for an interactive graphics system * Image Formation Revisited Can we mimic the synthetic camera model to design graphics hardware software? Application Programming Interface (API) Need only specify Objects Materials Viewer Lights But how is the API implemented? * Physical Approaches Ray tracing: follow rays of light from center of projection until they either are absorbed by objects or go off to infinity Can handle global effects Multiple reflections Translucent objects Slow Must have whole data base available at all times Radiosity: Energy based approach Very slow * Practical Approach Process objects one at a time in the order they are generated by the application Can consider only local lighting Pipeline architecture All steps can be implemented in hardware on the graphics card Application program display * Vertex Processing Much of the work in the pipeline is in converting object representations from one coordinate system to another Object coordinates Camera (eye) coordinates Screen coordinates Every change of coordinates is equivalent to a matrix transformation Vertex processor also computes vertex colors * Projection Projection is the process that combines the 3D viewer with the 3D objects to produce the 2D image Perspective projections: all projectors meet at the center of projection Parallel projection: projectors are parallel, center of projection is replaced by a direction of projection * Primitive Assembly Vertices must be collected into geometric objects before clipping and rasterization can take place Line segments Polygons Curves and surfaces * Clipping Just as a real camera cannot “see” the whole world, the virtual camera can only see part of the world or object space Objects that are not within this volume are said to be clipped out of the scene * Rasterization If a
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