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Spring 2006 G5BAGR – Advanced Computer Graphics

Spring 2006 G5BAGR – Advanced Computer Graphics. Revision. 3D Graphics Pipeline. Graphics pipeline involves Creating objects/scene – 3D modeling define objects in local coordinate system transform library objects transform objects to world coordinate system

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Spring 2006 G5BAGR – Advanced Computer Graphics

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  1. Spring 2006G5BAGR – Advanced Computer Graphics Revision

  2. 3D Graphics Pipeline • Graphics pipeline involves • Creating objects/scene – 3D modeling • define objects in local coordinate system • transform library objects • transform objects to world coordinate system • Determining which part of the objects/scene are visible • Camera model (position, direction, focal length) to define viewing volume • Transform objects to camera coordinate system • Clipping against view volume to determine visible objects • Projection to obtain 2D representation of objects • Determining which pixels should be filled • Rasterization – from vectors/polygons to pixels • Hidden Surface Removal - determine which object in the view volume should appear in image at each pixel • Determining what color/texture/lighting it is • Lighting models and texture mapping

  3. Modelling • Polygonal Models • Parametric surface • Geometric Modeling • Constructive Solid Geometry • Procedural Methods • Others

  4. 3D Transformations • Translation and Scalling Matrice • Rotation about an Arbitrary Axis

  5. Viewing and Projection • Synthetic camera model • View volume • Canonical view • Specifying arbitrary 3D views • Rotation matrix • Transform to the canonical view

  6. Clipping • Sutherland-Hodgman Clipping • Cohen-Sutherland Clipping

  7. Hidden Surface Removal • Back face culling. • Z-buffer Algorithm • Ray casting • Depth Sort Methods • BSP (Binary Space Partitioning) Tree

  8. Lighting • Reflection Model • The Phong Reflection Model • Colour • Shading Models • Smooth Shading • Gouraud Shading • Phong Shading

  9. Texture Mapping • Interpolation Texture Mapping (painting) • Bump Mapping

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