Interactive Computer Graphics

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1 Interactive Computer Graphics Polygon Pipeline Prof. Dr. Marc Erich Latoschik Dipl.-Inform. Dennis Wiebusch Chair of Human-Computer Interaction Julius Maximilian University Würzburg April 28, 2015 Interactive Computer Graphics 1 (36) Marc Latoschik

2 Polygon Pipeline Interactive Computer Graphics 2 (36) Marc Latoschik

3 vs. Ray Tracing Figure 1 : Polygon rendering makes exploitation of coherence easier. Ray Tracing Calculation for each pixel seperately. Very flexible. But slow. Utilizing coherence is difficult. Calculation of covered pixels for each polygon. Not so flexible. But faster. Exploiting coherence is easy. Hardware support manageable. Interactive Computer Graphics 3 (36) Marc Latoschik

4 Polygon Rendering Pipeline Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Polygon Rendering Rather complex series of calculations. Break down into several simpler processing steps. Chain together in a pipeline. Pipeline stages can be parallelized. Definition A pipeline consists of a chain of processing elements arranged so that the output of each element is the input of the next. Interactive Computer Graphics 4 (36) Marc Latoschik

5 History Figure 2 : DOOM (1993) and RAGE (2011). The 80s Frame buffer was part of main memory. Calculate ans set pixels using the CPU. Today Dedicated graphics hardware (GPU). Communication between CPU and GPU via system bus. Low- and high-level control available via API. Interactive Computer Graphics 5 (36) Marc Latoschik

6 Polygon Rendering Pipeline Input Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution A geometric primitive Point (1 vertex) Line (2 vertices) Triangle (3 vertices) Vertex attributes Normal vector. Texture coordinates. Pipeline state Material properties. Light source parameters. Texture images. Interactive Computer Graphics 6 (36) Marc Latoschik

7 Polygon Rendering Pipeline Output Model-View Transformation Per-Vertex Lighting and Interpolation Image of the primitive Pixel color values. For all (visible) pixels covered by the input primitive. Can be written into a raster image or frame buffer. Visibility Resolution Interactive Computer Graphics 7 (36) Marc Latoschik

8 Feeding the Pipeline: CPU Application responsibilities Representation of the scene state. User interaction with the scene. Simulation of scene entity behavior. Rendering. Rendering Traversal of the scene representation. Decomposition into primitives (point, line, triangle). Hand-over to rendering API. Interactive Computer Graphics 8 (36) Marc Latoschik

9 Geometry and Per-Vertex Attributes geometry point: line: p 0 p 0 p 1 triangle: p 2 p 0 p 1 x y z x 0 y 0, z 0 x 0 y 0, z 0 x 1 y 1 z 1 x 1 y 1, z 1 x 2 y 2 z 2 attribute normal: ( s t x y z texture coordinate: color: Figure 3 : Representation of input geometry and attribute data. n t c r g b a ) Interactive Computer Graphics 9 (36) Marc Latoschik

10 Tesselation Definition Tesselation is the decomposition of geometry into simple structures suitable for rendering (eg. triangles). (0 1 1) (1 1 1) (0 1 0) (1 1 0) (0 0 1) (1 0 1) (0 0 0) (1 0 0) Figure 4 : Tesselation of a cube into 12 triangles. Interactive Computer Graphics 10 (36) Marc Latoschik

11 Model-View Transformation Model-View Transformation Per-Vertex Lighting Goal Transform vertices from local model coordinates to world coordinates. Transform vertices from world coordinates to view coordinates. z View Frustum z View Frustum and Interpolation z z Visibility Resolution z x Model CS x View CS z x Model CS x View CS z x World CS x World CS World Interactive Computer Graphics 11 (36) Marc Latoschik

12 Model-View Transformation World World V -1 M -1 V M View M -1 V Object View V -1 M Object Figure 5 : The combined model-view transform and its inverse. Interactive Computer Graphics 12 (36) Marc Latoschik

13 Per-Vertex Lighting Model-View Transformation Per-Vertex Lighting Phong Model Lighting Light Source n s r Light Source Reflection v Eye and Interpolation Visibility Resolution Surface p Figure 6 : Phong model geometry. Interactive Computer Graphics 13 (36) Marc Latoschik

14 Model-View Transformation w (width) Per-Vertex Lighting S f (far) n (near) and Interpolation E h (height) Visibility Resolution Figure 7 : The view frustum defines the visible area of the world coordinate system. Interactive Computer Graphics 14 (36) Marc Latoschik

15 Model-View Transformation View Fru Per-Vertex Lighting View Frustum z and Interpolation x View CS Normalized Visibility Resolution Figure 8 : transforms into the normalized device coordinate system (NDC). Interactive Computer Graphics 15 (36) Marc Latoschik

16 Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Figure 9 : Nate Robin s OpenGL projection tutor ( Interactive Computer Graphics 16 (36) Marc Latoschik

17 Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Figure 10 : Points, lines and triangles are clipped against the clip volume. Interactive Computer Graphics 17 (36) Marc Latoschik

18 Model-View Transformation Per-Vertex Lighting and Interpolation Clip primitives against 6 sides of the NDC unit cube. Clip points, lines and triangles. May create new vertices and triangles. Execution time is data dependent. Visibility Resolution Interactive Computer Graphics 18 (36) Marc Latoschik

19 and Interpolation Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Input All vertices for a primitive. Attributes for each vertex. Operation Generate all fragments for a primitive. Interpolate attributes over the area of the triangle. Output A stream of fragments for the primitive. Interactive Computer Graphics 19 (36) Marc Latoschik

20 and Interpolation Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Figure 11 : For each pixel inside the triangle one fragment is generated. Interactive Computer Graphics 20 (36) Marc Latoschik

21 and Interpolation Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Figure 12 : Vertex attributes are bi-linearly interpolated over the area of the primitive. Interactive Computer Graphics 21 (36) Marc Latoschik

22 and Interpolation Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Fragment information Pixel position in the frame buffer. Depth value of the fragment. Was the Z-coordinate of the vertex. Interpolated attributes of the primitive vertices (eg. color). Fragment data structure 1 struct fragment { 2 int x, y; 3 float depth ; 4 int r, g, b, a; 5 } Interactive Computer Graphics 22 (36) Marc Latoschik

23 Visibility Resolution Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Visibility problem Which primitives are visible in the picture? Z-buffering Store the Z-coordinate of a fragment in the depth buffer. Test each fragment depth against the stored depth. If fragment depth is greater, discard fragment. Else set pixel color to fragment color. Interactive Computer Graphics 23 (36) Marc Latoschik

24 Visibility Resolution Model-View Transformation Per-Vertex Lighting and Interpolation Visibility Resolution Interactive Computer Graphics 24 (36) Marc Latoschik

25 Polygon Rendering Pipeline Model-View Transformation Object (model) coordinate system Per-Vertex Lighting View (camera) coordinate system Normalized device coordinate (NDC) system and Interpolation Visibility Resolution Image coordinate system Figure 13 : Coordinate systems used in pipeline stages. Interactive Computer Graphics 25 (36) Marc Latoschik

26 Polygon Rendering Pipeline Model-View Transformation Per-Vertex Lighting Vertex coordinates and attributes and Interpolation Visibility Resolution Fragment position and interpolated attributes Figure 14 : Datatypes used in the pipeline stages. Interactive Computer Graphics 26 (36) Marc Latoschik

27 OpenGL ES 2.0 Interactive Computer Graphics 27 (36) Marc Latoschik

28

29 PowerVR SGX Interactive Computer Graphics 29 (36) Marc Latoschik

30 OpenGL for Embedded Systems OpenGL ES 2.0 Basically OpenGL 4, minus all the clutter. Programmable pipeline only. Supported Hardware and OS Apple iphone, ipad, ipod running ios. Android platform starting at version 2.2. HTML 5, WebGL in the cancas widget. Nokia N900, N8. Samsung Galaxy S, Galaxy Tab, Wave. Interactive Computer Graphics 30 (36) Marc Latoschik

31 What is OpenGL ES 2.0 Application Programming Interface (API) Implements a graphics rendering pipeline. Interfaces to rendering hardware. Consists of two specifications. Specification 1: OpenGL 2.0 ES API for direct use by the application program. Implemented as a native link library. Bindings availabe for many host languages. Specification 2: Open GL ES Shading Language Programming language for the programmable pipeline stages. Compiled and linked at run-time by the graphics card driver. Programms run on the GPU. Interactive Computer Graphics 31 (36) Marc Latoschik

32 OpenGL ES 2.0 Pipeline Model Vertex Arrays Buffer Objects Code Data Programmable Storage Fixed Vertex Shader Primitive Assembly API Texture Memory Fragment Shader Per-Fragment Operations Framebuffer Figure 15 : The OpenGL ES 2.0 pipeline model. Interactive Computer Graphics 32 (36) Marc Latoschik

33 OpenGL ES 2.0 Programming Guide Figure 16 : Aaftab Munshi, Dan Ginsburg, Dave Shreiner, OpenGL ES 2.0 Programming Guide, Addison-Wesley, Interactive Computer Graphics 33 (36) Marc Latoschik

34 OpenGL Programming Guide Figure 17 : OpenGL Architecture Review Board, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Addison-Wesley. Interactive Computer Graphics 34 (36) Marc Latoschik

35 OpenGL Shading Language Figure 18 : Randi Rost, OpenGL Shading Language, Addison-Wesley. Interactive Computer Graphics 35 (36) Marc Latoschik

36 OpenGL ES 2.0 API Quick Reference Card Figure 19 : OpenGL ES 2.0 API Quick Reference Card (Online at cards/opengl-es-2_0-reference-card.pdf) Interactive Computer Graphics 36 (36) Marc Latoschik

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