1Oregon State UniversityComputer Graphicsmjb – November 28, 2011Graphics Coordinates and PipelineMike [email protected] State UniversityOregon State UniversityComputer Graphicsmjb – November 28, 2011The Basic Computer Graphics PipelineModelTransformViewTransformProjectionTransformViewportTransformHomogeneousDivisionFragmentProcessing, Texturing,Per-fragment LightingPer-vertexLightingRasterOpsRasterizationFramebufferECWCMCCCECNDCSCSCMC = Model CoordinatesWC = World CoordinatesEC = Eye CoordinatesCC = Clip CoordinatesNDC = Normalized Device CoordinatesSC = Screen Coordinates2Oregon State UniversityComputer Graphicsmjb – November 28, 2011The Shaders’ View of the BasicComputer Graphics Pipeline= Fixed Function= Programmable• In general, you want to have a vertex and fragment shader as a minimum.• A missing stage is OK. The output from one stage becomes the input of the next stage that is there.• The last stage before the fragment shader feeds its output variables into the rasterizer. The interpolated values then go to the fragment
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