Graphics Reference
In-Depth Information
Per-vertex
operations
Vertex data
Per-fragment
operation
Display lists
Rasterisation
Framebuffer
Per-pixel
operations
Texture
assembly
Pixel data
FIGURE 2.1
Real-time 3D rendering pipeline.
For polygons to be rendered with visually correct features, each vertex
is associated with a set of attributes such as position (coordinates in 3D
space), colour, normal (perpendicular) vector from a surface, texture
coordinates (user-defined mapping onto the surface), and other factors.
Transformation to Global World Coordinates
To compose a scene in 3D space consisting of different objects, all cre-
ated 3D objects must be transformed into the same coordinate system.
These transformations modify only the relative positions of the vertices
and the normal. Visual attributes such as colour and texture coordinates
are not modified.
Transformation to 3D View Coordinate System
A viewpoint in 3D space is commonly cited as the “camera” location.
The geometry (vertex arrangement) from the 3D space is transformed
into the camera view coordinate system. Depending on the rendering
software, the common definition for this space is based on a right-
handed coordinate system with the camera at the origin pointing down
the negative z axis. The  x axis is to the right and the y axis up. The
projection from 3D to 2D space is performed at this stage.
The depth information of any object can be obtained from the z coordi-
nate value at this stage.
The effect of virtual “lights” that create illumination properties in the
3D scene is computed at this stage. For example, a surface colour shad-
ing algorithm known as Gouraud shading will be computed at each
vertex of a 3D object using the light parameters, light position, normal
vectors, and the 3D object's texture or material properties.
The removal of polygonal surfaces not shown in the view due to occlu-
sion is known as “culling” and is performed at this stage as well.
Culling is related to the attributes of the camera view defined by a
virtual trapezoid volume known as the “view frustum” using six planes
(left, right, up, down, front, and back) as shown in Figure 2.2.
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