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CS 354 More Graphics Pipeline Mark Kilgard University of Texas January 24, 2012
Today’s material ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Example Assignment Solution ,[object Object],[object Object],[object Object],[object Object]
Course Information Reminders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
My Office Hours ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Last time, this time ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Programmer’s View: OpenGL API Example ,[object Object],glShadeModel ( GL_SMOOTH );  // smooth color interpolation glEnable ( GL_DEPTH_TEST );  // enable hidden surface removal glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glBegin (GL_TRIANGLES); {  // every 3 vertexes makes a triangle glColor4ub (255, 0, 0, 255);  // RGBA=(1,0,0,100%) glVertex3f (-0.8,  0.8,  0.3);  // XYZ=(-8/10,8/10,3/10) glColor4ub (0, 255, 0, 255);  // RGBA=(0,1,0,100%) glVertex3f ( 0.8,  0.8, -0.2);  // XYZ=(8/10,8/10,-2/10) glColor4ub (0, 0, 255, 255);  // RGBA=(0,0,1,100%) glVertex3f ( 0.0, -0.8, -0.2);  // XYZ=(0,-8/10,-2/10) }  glEnd (); Pro Tip:  use curly braces to “bracket” nested OpenGL usage; no semantic meaning, just highlights grouping
Programmer’s View: GLUT API Example ,[object Object],#include <GL/glut.h>  // includes necessary OpenGL headers void display() { // <<  insert code on prior slide here  >> glutSwapBuffers(); } void main(int argc, char **argv) {   // request double-buffered color window with depth buffer glutInitDisplayMode ( GLUT_RGBA  |  GLUT_DOUBLE  |  GLUT_DEPTH ); glutInit (&argc, argv); glutCreateWindow (“simple triangle”); glutDisplayFunc (display);  // function to render window glutMainLoop (); } FYI:  GLUT = OpenGL Utility Toolkit
A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Application- OpenGL API boundary  Framebuffer NDC to window space Got to here in last lecture Depth buffer
Daily Quiz ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rasterization ,[object Object],[object Object],Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Color buffer NDC to window space App- GL boundary  Depth buffer
Determining a Triangle ,[object Object],[object Object],[object Object],[object Object],Each oriented edge equation in form: A*x + B*y + C ≥ 078
Oriented Edge Equation Concept
Step back:  Why Triangles? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Face meshed with triangles
Concave vs. Convex ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
7 Cases, Only 1 Inside the Triangle +-+ ++- -++ +++ -+- --+ +-- ( x , y ) E i ( x , y ) =  A i x  +  B i y  +  C i (Projective formulation allows for the 8 th  case as well)
Being Inside a Triangle ,[object Object],[object Object],[object Object],[object Object],+ + + - - -
Friendly for Hardware Implementation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Other Approaches to Triangle Rasterization ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Micro-polygons ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Example of displacement mapping of a meshed sphere [Pixar, RenderMan]
Scanline Rasterization ,[object Object],[object Object]
Scanline Rasterization ,[object Object]
Scanline Rasterization ,[object Object],[object Object]
Scanline Rasterization ,[object Object],[object Object]
Scanline Rasterization ,[object Object],[object Object]
Scanline Rasterization ,[object Object],[object Object],[object Object]
Creating Edge Equations ,[object Object],[object Object],[object Object],[object Object],L=(Lx,Ly) M N=(Nx,Ny) M=(Mx,My) How do we get A*x + B*y + C ≥ 0 for each edge from L, M, and N?
Edge Equation Setup ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],or more succinctly  L=(Lx,Ly) N=(Nx,Ny) P=(Px,Py) P is some arbitrary point, we wish to determine on which side of the edge P is on
Alternative Derivation using Solving a Linear System ,[object Object],[object Object],[object Object],[object Object],[object Object]
Where are the  simple_triangle  Vertexes in Windows Space? ,[object Object],[object Object],(-0.8,  0.8, 0.3) (-0.8,  0.8, -0.2) (0, -0.8, -0.2) origin at (0,0,0)
Apply the Transforms ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Windows Space Version of Simple Triangle ,[object Object],[object Object],L=(50, 450, 0.65) N=(450,450,0.4) M=(250,50,0.4) center at (250,250) origin at (0,0)
Look at the LN edge ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
All Three Edge Equations ,[object Object],[object Object],[object Object],[object Object],comparsion sense
Water Tight Rasterization ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Water Tight Rasterization Solution ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Tie Breaker Rule ,[object Object],[object Object],[object Object],[object Object],[object Object]
Zero Area Triangles ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Back Face Culling Example Torus drawn in wire-frame without  back face culling Notice considerable extraneous triangles that would normally be occluded Torus drawn in wire-frame with  back face culling By culling back-facing (negative signed area) triangles, fewer triangles are rasterized
Simple Fragment Shading ,[object Object],[object Object],Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Color buffer NDC to window space App- GL boundary  Depth buffer
Color Interpolation ,[object Object],[object Object],[object Object],[object Object],[object Object]
Setup Plane Equation ,[object Object],Setup system of equations Solve for plane equation coefficients A, B, C Do the same for green, blue, and alpha (opacity)…
More Intuitive Way to Interpolate ,[object Object],L M N P Area(PMN) Area(LMN) =  α Area(LPN) Area(LMN) =  β Area(LMP) Area(LMN) =  γ Note :  α  +  β  +  γ  = 0 by construction attribute(P) =  α ×attribute(L) +  β ×attribute(M) +  γ ×attribute(N)
Today’s Triangle Rendering Rates ,[object Object],[object Object]
Remaining Steps ,[object Object],[object Object],[object Object],[object Object]
Another View of the Graphics Pipeline Geometry Program 3D Application or Game OpenGL API GPU Front End Vertex Assembly Vertex Shader Clipping, Setup, and Rasterization Fragment Shader Texture Fetch Raster Operations Framebuffer Access Memory Interface CPU – GPU Boundary OpenGL 3.3 Attribute Fetch Primitive Assembly Parameter Buffer Read programmable fixed-function Legend For future lectures…
Advice for Novice OpenGL Programmers ,[object Object],[object Object],Nothing but black window; where did your rendering go??
Things to Try ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Next Lecture ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Purpose Gain familiarity with OpenGL programming and submitting projects Expect 2nd homework, a math problem set Thursday
Thanks ,[object Object],[object Object],[object Object],[object Object]

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CS 354 More Graphics Pipeline

  • 1. CS 354 More Graphics Pipeline Mark Kilgard University of Texas January 24, 2012
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  • 9. A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Application- OpenGL API boundary Framebuffer NDC to window space Got to here in last lecture Depth buffer
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  • 16. 7 Cases, Only 1 Inside the Triangle +-+ ++- -++ +++ -+- --+ +-- ( x , y ) E i ( x , y ) = A i x + B i y + C i (Projective formulation allows for the 8 th case as well)
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  • 39. Back Face Culling Example Torus drawn in wire-frame without back face culling Notice considerable extraneous triangles that would normally be occluded Torus drawn in wire-frame with back face culling By culling back-facing (negative signed area) triangles, fewer triangles are rasterized
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  • 46. Another View of the Graphics Pipeline Geometry Program 3D Application or Game OpenGL API GPU Front End Vertex Assembly Vertex Shader Clipping, Setup, and Rasterization Fragment Shader Texture Fetch Raster Operations Framebuffer Access Memory Interface CPU – GPU Boundary OpenGL 3.3 Attribute Fetch Primitive Assembly Parameter Buffer Read programmable fixed-function Legend For future lectures…
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