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Graphics Programming (Under the Hood (Vertex Manipulations (Primative…
Graphics Programming
Under the Hood
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Texture Sampler
Texture Request - needs x,y coordinates along with gradients with respect to screen (6 floats in total)
After Request - Set MIP, Address Mode, Normalized to Texel space, return memory address
Filtering - Bilinear, Trilinear, Anisotropic
Vertex Manipulations
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:star:'Homogeneous Clip Space' - 3D rotations and scale can be done in 3 dimensions, but translations are done in 4D(xyzw). (Affine Transformations) https://youtu.be/2Snoepcmi9U
Projection - Dividing the vector by w will make it 'project' onto the 'w plane'. Homogeneous. Result: Normalized Device Coord. (NDC)https://youtu.be/Q2uItHa7GFQ
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Ray Tracing
Camera
Shoot a primaryRay from the camera to each pixel on the 'canvas'. (Remap from Raster space to Camera space.)
Complexity comes in figuring out: the position/orientation of camera, Fov/CanvasSize/AspectRatio.
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Graphics Pipeline
Software Stack
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6) Command Processor - Command Buffer; Command Processor Frontend - Parse commands (2D, 3D, change states).