Documenti di Didattica
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Rendering Rendering
• Synthesizing an image given Light
– objects
– virtual cameras
– light sources Objects
• Techniques
– rasterization Image
Virtual
– ray casting Camera
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• Input:
– Geometric model (normal, color, texture
coordinates, pose)
– Lighting model (direction, position, intensity)
– Virtual Camera (focal length, pose, etc.)
– Raster viewport (pixel size, etc.)
• Output:
– Colors/intesities (image)
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Object representation
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Rendering Pipeline
Big picture
• Input
– Soup of 3D triangles
– Camera and illumination configuration
Modeling Illumination
Viewing
Transformation Clipping
• Output
Transformations (Shading)
(Perspective) – 2D image
• Each triangle is sent through it in the pipeline
Projection to
Rasterization Visibility
Screen Space
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Modeling
Transformations Modeling Transformations
• Object space: 3D models defined in
their own coordinate system object
space • World space: transforms orient
– Designing objects and not the models within a common
worrying about scene coordinate frame
– Library of objects
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Illumination (Shading)
• Vertices shaded according to material Viewing Transformation
properties, surface properties (normal) and
light sources • Project world space to eye space
• Local lighting model • Projection models
– Diffuse – Perspective
– Ambient – Orthographic
– Phong
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Clipping Clipping
• Portions of the object outside the view • Eliminate portions of
objects outside the
volume (view frustum) are removed viewing frustum
• Avoid degeneracies
– Don’t draw stuff behind
the eye
– Avoid division by 0 and
overflow
• Efficiency
– Do not waste time on
objects outside the image
boundary
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Rendering Pipeline
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