1Graphics Coordinates and PipelineMike BaileyCS 519Oregon State UniversityOregon State UniversityComputer Graphicsmjb – April 1, 2009The Basic Computer Graphics Coordinate SystemsModelTransformViewTransformProjectionTransformHomogeneousDivisionPer-vertexLightingNDCECWCMCCCECViewportTransformFragmentProcessing, Texturing,Per-fragment LightingRastersOpsRasterizationFramebufferSCSCSCSCOregon State UniversityComputer Graphicsmjb – April 1, 2009MC = Model CoordinatesWC = World CoordinatesEC = Eye CoordinatesCC = Clip CoordinatesNDC = Normalized Device CoordinatesSC = Screen Coordinates2The Generic Computer Graphics SystemCPUInputDevicesVertexProcessorBUniformvariablesRasterizerBusNetworkZ-BufferFragmentProcessorRGBAZPixelsShaderMemoryUniformvariablesOregon State UniversityComputer Graphicsmjb – April 1, 2009VideoDriverDouble-bufferedFramebuffersTexture MemoryFrontBackVerticesCPUVertexProcessorA Shader-eye View of the Graphics Process, with Geometry ShadersTransformed VerticesBusAssembled PrimitiveCreate NewGeometryAssemble NewGeometryAssembleGeometryOregon State UniversityComputer Graphicsmjb – April 1, 2009RasterizerFragmentProcessorPixelsInterpolated
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