Viewing pipeline

cosmos 2nd July 2017 at 11:35pm
Computer graphics

Needs a camera/perspective and a scene

aka geometry pipeline

Camera transform

First place camera in origin and rightly oriented.

Then, convert things in the viewing volume of the camera to Image space. This is known as the Viewing transform

Then project points in image space perpendicularly to the xyx-y plane, called the Screen space

This is implemented in the Vertex shader.

Clipping

Not show things which are not in the camera's view (and also things which are too far or too close

video

Depth

How to not show things which are occluded by other things, and deal with depth..

Depth buffer

video

Ray tracing

other algorithms


Colour/Shading

video

Light source

video, also about Light scattering off of different Material surfaces, etc.

Lambert's law.

Shading