Rasterization and Real-time Graphics. What is rasterization? Announcements. Vector Displays. Cathode Ray Tube. Now Playing:

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Now Playing: Rasterization and Real-time Graphics Giant Steps From Giant Steps Recorded May 4-5, 1959 John Coltrane - Tenor Sax Tommy Flanagan - Piano Paul Chambers - Bass Art Taylor - Drums COMP 575 August 21, 2007 Announcements Change in office hours: Wednesday office hours moved to 3:30-5:00pm Schedule is linked from the course home page: http://www.cs.unc.edu/~skarbez/comp575 Slides and web notes will be posted online over the weekend What is rasterization? Definition 1: The process of converting a vector image (shapes) to a raster image (dots) Why? Dots are the only things modern displays can understand! Cathode Ray Tube Vector Displays Text Karl Ferdinand Braun, 1897 Image courtesy of Wikipedia HP Oscilloscope 1

Vector Displays Asteroids, 1979 Star Wars, 1983 Tempest, 1981 How Vector Displays Work They just draw line segments User/computer: Define start and end points Display: Move electron gun to start point Turn electron gun on Move electron gun to end point Turn electron gun off Advantages of Vector Displays Require very little memory Important on a 64K system Conceptually very simple No aliasing of lines/curves We ll come back to this later No fixed timing Refresh rate can be very high Disadvantages of Vector Displays Really just one: Can only draw line segments Time needed to draw a screen increases with number of lines drawn If most of the image isn t black, you won t be able to finish drawing it in time! Cathode Ray Tube Scan Line Raster Displays Text 1. Electron guns 2. Electron beams 3. Focusing coils 4. Deflection coils 5. Anode connection 6. Mask for separating beams for red, green, and blue part of displayed image 7. Phosphor layer with red, green, and blue zones 8. Close-up of the phosphor-coated inner side of the screen Pixels Vertical Resolution Image courtesy of Wikipedia 2

Disadvantages of Raster Displays Need a fairly large amount of memory Draws the whole screen at once Need a frame buffer that can hold the information for a whole image Aliasing! Aliasing This is what causes jaggies A signal processing problem: The incoming signal (the desired image) can only be sampled at pixel centers on the display Demonstrations Advantages of Raster Displays Other raster displays Liquid Crystal Displays (LCD) Refresh rate is not dependent on the amount of pixels drawn Very important for drawing any images that are not 90% black Close-up of pixels on an LCD display A single subpixel of an LCD display What is rasterization? (Part How do we draw an image? 2) Start with geometry Virtually all displays used today are raster displays So, technically, anything that produces an image on a screen rasterizes Definition 2: The rendering method used by current graphics cards We have some 3D model and/or environment in the system, and we want to draw it on the screen Problem: The display is, virtually always, only 2D Need to transform the 3D model into 2D 3

3D to 2D (Projection) 3D to 2D (Projection) Problem: The display is, virtually always, only 2D Need to transform the 3D model into 2D We do this with a virtual camera Represented mathematically by a 3x4 projection (or P) matrix Shading Problem: How do we determine the color of a piece of geometry? In the real world, color depends on the object s surface color and the color of the light It is the same way in computer graphics Shading is the process by which color is assigned to geometry Clipping Problem: The camera doesn t see the whole scene In particular, the camera might only see parts of objects Solution: Find objects that cross the edge of the viewing volume, and clip them Clip: Cut a polygon into multiple parts, such that each is entirely inside or outside the display area Problem: Rasterization How to convert these polygons on a plane to pixels on a screen? Have to figure out which pixels a polygon covers A part of a polygon that covers one pixel is called a fragment Why? There can be multiple fragments per pixel Fragment Processing Problem: How do we know which fragment to use to color a given pixel? Need to know which fragment is in front (not counting transparency) Rasterizing a triangle 4

Rendering process Start: Geometric model Compute color of geometry (Shading) Based on lighting and surface color Project geometry (Projection) Clip geometry (Clipping) Generate fragments from geometry (Rasterization) Compute pixel colors from fragments (Fragment processng) End: Display pixels Geometry Rendering pipeline Shading, projection, and clipping all operate on the original geometry Combined into one unit, or shader Vertex shader or geometry shader So this is a basic graphics pipeline: Vertex Fragment Rasterizer Shader Shader Pixels Next Tuesday Course Overview II: Real Cameras, Vision, and Ray Tracing Next Thursday Math Basics: Matrices and Vectors Week 3 Transforms (2D & 3D) Week 4 OpenGL Week 5 Geometry & Modeling Lighting & Shading Week 6 Lighting & Shading Clipping Week 7 Clipping Line Drawing Week 8 Polygon Drawing Hidden Surface Removal Week 9 Texture Mapping 5