Rendering Pipeline 3 D Polygon Rendering n Many
![Rendering Pipeline Rendering Pipeline](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-1.jpg)
![3 D Polygon Rendering n Many applications use rendering of 3 D polygons with 3 D Polygon Rendering n Many applications use rendering of 3 D polygons with](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-2.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Lighting Viewing Transformation Projection 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Lighting Viewing Transformation Projection](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-3.jpg)
![Example: Open. GL Modeling Transformation Viewing Transformation Lighting & Texturing gl. Begin(GL_POLYGON); gl. Vertex Example: Open. GL Modeling Transformation Viewing Transformation Lighting & Texturing gl. Begin(GL_POLYGON); gl. Vertex](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-4.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-5.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-6.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-7.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-8.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-9.jpg)
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-10.jpg)
![Camera Coordinates n Canonical coordinate system n n Convention is right-handed (looking down -z Camera Coordinates n Canonical coordinate system n n Convention is right-handed (looking down -z](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-11.jpg)
![Viewing Transformation n Mapping from world to camera coordinates n n Eye position maps Viewing Transformation n Mapping from world to camera coordinates n n Eye position maps](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-12.jpg)
![Viewing Transformations p(x, y, z) 3 D Object Coordinates Modeling Transformation 3 D World Viewing Transformations p(x, y, z) 3 D Object Coordinates Modeling Transformation 3 D World](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-13.jpg)
![Projection n General definition: n n In computer graphics: n n Transform points in Projection n General definition: n n In computer graphics: n n Transform points in](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-14.jpg)
![Taxonomy of Projections 15 Taxonomy of Projections 15](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-15.jpg)
![Parallel Projection n Center of projection is at infinity n Direction of projection (DOP) Parallel Projection n Center of projection is at infinity n Direction of projection (DOP)](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-16.jpg)
![Orthographic Projections n DOP perpendicular to view plane Front Top Side 17 Orthographic Projections n DOP perpendicular to view plane Front Top Side 17](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-17.jpg)
![Oblique Projections n DOP not perpendicular to view plane Cavalier o (DOP = 45 Oblique Projections n DOP not perpendicular to view plane Cavalier o (DOP = 45](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-18.jpg)
![Parallel Projection View Volume 19 Parallel Projection View Volume 19](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-19.jpg)
![Parallel Projection Matrix n General parallel projection transformation: 20 Parallel Projection Matrix n General parallel projection transformation: 20](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-20.jpg)
![Taxonomy of Projections 21 Taxonomy of Projections 21](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-21.jpg)
![Perspective Projection oj ec to rs Map points onto “view plane” along “projectors” emanating Perspective Projection oj ec to rs Map points onto “view plane” along “projectors” emanating](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-22.jpg)
![Perspective Projection n How many vanishing points? 3 -Point Perspective n 2 -Point Perspective Perspective Projection n How many vanishing points? 3 -Point Perspective n 2 -Point Perspective](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-23.jpg)
![Perspective Projection View Volume View Plane 24 Perspective Projection View Volume View Plane 24](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-24.jpg)
![Camera to Screen n n Remember: Object Camera Screen Just like raytracer n n Camera to Screen n n Remember: Object Camera Screen Just like raytracer n n](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-25.jpg)
![Overhead View of Our Screen Yeah, similar triangles! 26 Overhead View of Our Screen Yeah, similar triangles! 26](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-26.jpg)
![The Perspective Matrix n n n This “division by z” can be accomplished by The Perspective Matrix n n n This “division by z” can be accomplished by](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-27.jpg)
![Taxonomy of Projections 28 Taxonomy of Projections 28](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-28.jpg)
![Perspective vs. Parallel n Perspective projection + – – n Size varies inversely with Perspective vs. Parallel n Perspective projection + – – n Size varies inversely with](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-29.jpg)
![Classical Projections 30 Classical Projections 30](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-30.jpg)
![Viewing in Open. GL n n n Open. GL has multiple matrix stacks – Viewing in Open. GL n n n Open. GL has multiple matrix stacks –](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-31.jpg)
![Summary n Camera transformation n Map 3 D world coordinates to 3 D camera Summary n Camera transformation n Map 3 D world coordinates to 3 D camera](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-32.jpg)
- Slides: 32
![Rendering Pipeline Rendering Pipeline](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-1.jpg)
Rendering Pipeline
![3 D Polygon Rendering n Many applications use rendering of 3 D polygons with 3 D Polygon Rendering n Many applications use rendering of 3 D polygons with](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-2.jpg)
3 D Polygon Rendering n Many applications use rendering of 3 D polygons with direct illumination 2
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Lighting Viewing Transformation Projection 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Lighting Viewing Transformation Projection](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-3.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping This is a pipelined sequence of operations to draw a 3 D primitive into a 2 D image (this pipeline applies only for direct illumination) Scan Conversion Image 3
![Example Open GL Modeling Transformation Viewing Transformation Lighting Texturing gl BeginGLPOLYGON gl Vertex Example: Open. GL Modeling Transformation Viewing Transformation Lighting & Texturing gl. Begin(GL_POLYGON); gl. Vertex](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-4.jpg)
Example: Open. GL Modeling Transformation Viewing Transformation Lighting & Texturing gl. Begin(GL_POLYGON); gl. Vertex 3 f(0. 0, 0. 0); gl. Vertex 3 f(1. 0, 1. 0); gl. Vertex 3 f(0. 0, 1. 0); gl. End(); Projection Transformation Clipping Scan Conversion Image Open. GL executes steps of 3 D rendering pipeline for each polygon 4
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-5.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D world coordinate system Viewing Transformation Lighting & Texturing Projection Transformation Clipping Scan Conversion Image 5
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-6.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D world coordinate system Viewing Transformation Transform into 3 D camera coordinate system Done with modeling transformation Lighting & Texturing Projection Transformation Clipping Scan Conversion Image 6
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-7.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D world coordinate system Viewing Transformation Transform into 3 D camera coordinate system Done with modeling transformation Lighting & Texturing Illuminate according to lighting and reflectance Apply texture maps Projection Transformation Clipping Scan Conversion Image 7
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-8.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D world coordinate system Viewing Transformation Transform into 3 D camera coordinate system Done with modeling transformation Lighting & Texturing Projection Transformation Illuminate according to lighting and reflectance Apply texture maps Transform into 2 D screen coordinate system Clipping Scan Conversion Image 8
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-9.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D world coordinate system Viewing Transformation Transform into 3 D camera coordinate system Done with modeling transformation Lighting & Texturing Projection Transformation Clipping Illuminate according to lighting and reflectance Apply texture maps Transform into 2 D screen coordinate system Clip primitives outside camera’s view Scan Conversion Image 9
![3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D 3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-10.jpg)
3 D Rendering Pipeline 3 D Geometric Primitives Modeling Transformation Transform into 3 D world coordinate system Viewing Transformation Transform into 3 D camera coordinate system Done with modeling transformation Lighting & Texturing Projection Transformation Clipping Scan Conversion Image Illuminate according to lighting and reflectance Apply texture maps Transform into 2 D screen coordinate system Clip primitives outside camera’s view Draw pixels (includes texturing, hidden surface, . . . ) 10
![Camera Coordinates n Canonical coordinate system n n Convention is righthanded looking down z Camera Coordinates n Canonical coordinate system n n Convention is right-handed (looking down -z](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-11.jpg)
Camera Coordinates n Canonical coordinate system n n Convention is right-handed (looking down -z axis) Convenient for projection, clipping, etc. Camera up vector maps to Y axis y Camera back vector maps to Z axis (pointing out of screen) Camera right vector maps to X axis z x 11
![Viewing Transformation n Mapping from world to camera coordinates n n Eye position maps Viewing Transformation n Mapping from world to camera coordinates n n Eye position maps](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-12.jpg)
Viewing Transformation n Mapping from world to camera coordinates n n Eye position maps to origin Right vector maps to X axis Up vector maps to Y axis Back vector maps to Z axis z up back right View plane Camera y x World 12
![Viewing Transformations px y z 3 D Object Coordinates Modeling Transformation 3 D World Viewing Transformations p(x, y, z) 3 D Object Coordinates Modeling Transformation 3 D World](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-13.jpg)
Viewing Transformations p(x, y, z) 3 D Object Coordinates Modeling Transformation 3 D World Coordinates Viewing Transformation 3 D Camera Coordinates Viewing Transformations Projection Transformation 2 D Screen Coordinates Window-to-Viewport Transformation 2 D Image Coordinates p’(x’, y’) 13
![Projection n General definition n n In computer graphics n n Transform points in Projection n General definition: n n In computer graphics: n n Transform points in](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-14.jpg)
Projection n General definition: n n In computer graphics: n n Transform points in n-space to m-space (m<n) Map 3 D camera coordinates to 2 D screen coordinates For perspective transformations, no two “rays” are parallel to each other 14
![Taxonomy of Projections 15 Taxonomy of Projections 15](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-15.jpg)
Taxonomy of Projections 15
![Parallel Projection n Center of projection is at infinity n Direction of projection DOP Parallel Projection n Center of projection is at infinity n Direction of projection (DOP)](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-16.jpg)
Parallel Projection n Center of projection is at infinity n Direction of projection (DOP) same for all points DOP View Plane 16
![Orthographic Projections n DOP perpendicular to view plane Front Top Side 17 Orthographic Projections n DOP perpendicular to view plane Front Top Side 17](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-17.jpg)
Orthographic Projections n DOP perpendicular to view plane Front Top Side 17
![Oblique Projections n DOP not perpendicular to view plane Cavalier o DOP 45 Oblique Projections n DOP not perpendicular to view plane Cavalier o (DOP = 45](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-18.jpg)
Oblique Projections n DOP not perpendicular to view plane Cavalier o (DOP = 45 ) Cabinet o (DOP = 63. 4 ) 18
![Parallel Projection View Volume 19 Parallel Projection View Volume 19](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-19.jpg)
Parallel Projection View Volume 19
![Parallel Projection Matrix n General parallel projection transformation 20 Parallel Projection Matrix n General parallel projection transformation: 20](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-20.jpg)
Parallel Projection Matrix n General parallel projection transformation: 20
![Taxonomy of Projections 21 Taxonomy of Projections 21](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-21.jpg)
Taxonomy of Projections 21
![Perspective Projection oj ec to rs Map points onto view plane along projectors emanating Perspective Projection oj ec to rs Map points onto “view plane” along “projectors” emanating](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-22.jpg)
Perspective Projection oj ec to rs Map points onto “view plane” along “projectors” emanating from “center of projection” (COP) Pr n Center of Projection View Plane 22
![Perspective Projection n How many vanishing points 3 Point Perspective n 2 Point Perspective Perspective Projection n How many vanishing points? 3 -Point Perspective n 2 -Point Perspective](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-23.jpg)
Perspective Projection n How many vanishing points? 3 -Point Perspective n 2 -Point Perspective 1 -Point Perspective The difference is how many of the three principle directions are parallel/orthogonal to the projection plane 23
![Perspective Projection View Volume View Plane 24 Perspective Projection View Volume View Plane 24](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-24.jpg)
Perspective Projection View Volume View Plane 24
![Camera to Screen n n Remember Object Camera Screen Just like raytracer n n Camera to Screen n n Remember: Object Camera Screen Just like raytracer n n](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-25.jpg)
Camera to Screen n n Remember: Object Camera Screen Just like raytracer n n “screen” is the z=d plane for some constant d Origin of screen coordinates is (0, 0, d) Its x and y axes are parallel to the x and y axes of the eye coordinate system All these coordinates are in camera space now 25
![Overhead View of Our Screen Yeah similar triangles 26 Overhead View of Our Screen Yeah, similar triangles! 26](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-26.jpg)
Overhead View of Our Screen Yeah, similar triangles! 26
![The Perspective Matrix n n n This division by z can be accomplished by The Perspective Matrix n n n This “division by z” can be accomplished by](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-27.jpg)
The Perspective Matrix n n n This “division by z” can be accomplished by a 4 x 4 matrix too! What happens to the point (x, y, z, 1)? What point coordinates? is this in non-homogeneous 27
![Taxonomy of Projections 28 Taxonomy of Projections 28](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-28.jpg)
Taxonomy of Projections 28
![Perspective vs Parallel n Perspective projection n Size varies inversely with Perspective vs. Parallel n Perspective projection + – – n Size varies inversely with](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-29.jpg)
Perspective vs. Parallel n Perspective projection + – – n Size varies inversely with distance - looks realistic Distance and angles are not (in general) preserved Parallel lines do not (in general) remain parallel Parallel projection + + – – Good for exact measurements Parallel lines remain parallel Angles are not (in general) preserved Less realistic looking 29
![Classical Projections 30 Classical Projections 30](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-30.jpg)
Classical Projections 30
![Viewing in Open GL n n n Open GL has multiple matrix stacks Viewing in Open. GL n n n Open. GL has multiple matrix stacks –](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-31.jpg)
Viewing in Open. GL n n n Open. GL has multiple matrix stacks – transformation functions right-multiply the top of the stack Two most important stacks: GL_MODELVIEW and GL_PROJECTION Points get multiplied by the modelview matrix first, and then the projection matrix GL_MODELVIEW: Object->Camera GL_PROJECTION: Camera->Screen gl. Viewport(0, 0, w, h): Screen->Device 31
![Summary n Camera transformation n Map 3 D world coordinates to 3 D camera Summary n Camera transformation n Map 3 D world coordinates to 3 D camera](https://slidetodoc.com/presentation_image_h2/3d88d8799d993cd73b4113bcdca30d78/image-32.jpg)
Summary n Camera transformation n Map 3 D world coordinates to 3 D camera coordinates Matrix has camera vectors as columns Projection transformation n n Map 3 D camera coordinates to 2 D screen coordinates Two types of projections: n n Parallel Perspective 32
Rendering pipeline
Computer graphics pipeline
Difference between linear and nonlinear pipeline processors
Pipeline vs superscalar
Not polygon
How many sides have pentagon
Regular dodecagon exterior angles
Filling polygon in computer graphics
How many lines of symmetry in a decagon
Many buyers and sellers
Unary many to many
Ternary relationship example
Er diagram many to many
Unary many to many
Contoh erd many to many
Many sellers and many buyers
Convert conceptual model to logical model
Many-to-many communication
Erd vs erm
Sqlbi many to many
Direct volume rendering ray casting
Car paint rendering
Types of rendering techniques
Multipass rendering
Vray back to beauty
Surfels: surface elements as rendering primitives
Rendering
Graphics rendering
Rendering realtime compositing
Rendering equation
Reyes rendering
Lumigraph rendering
Morgan kauffman