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Graphics Pipeline

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culling (object / back faces), polygon clipping. display at appropriate level of detail ... back-face culling. accept/reject test: ... – PowerPoint PPT presentation

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Title: Graphics Pipeline


1
Fac. of Comp., Eng. Tech. Staffordshire
University
3D Computer Graphics
Graphics Pipeline
Dr. Claude C. Chibelushi
2
Outline
  • Introduction
  • Typical Pipelines
  • Gouraud shading
  • Phong shading
  • Ray tracing
  • Graphics API Pipeline
  • Rendering Hardware
  • Performance requirements
  • Acceleration methods
  • Sample architecture PlayStation 2
  • Summary

3
Introduction
  • Graphics pipeline
  • sequence of processes for generating 2D display
    of 3D scene
  • processes can be implemented in hardware or
    software
  • main processes
  • geometric transformations
  • e.g. translations, rotations, projection (see
    viewing pipeline)
  • application of shading to visible surfaces

4
Introduction
  • Processing sequence for 3D graphics
  • primarily dictated by efficiency considerations
  • minimisation of amount of computations and number
    of polygons processed
  • discard invisible elements from pipeline as early
    as possible
  • culling (object / back faces), polygon clipping
  • display at appropriate level of detail
  • polygonal simplification applied to far objects
  • no single pipeline is efficient for all
    applications
  • designer should find right (combination /
    sequence of) techniques for optimum performance

5
Typical Graphics Pipelines
Material processing colour, texture,
transparency,
Geometry models
Viewpoint
Viewport
Lights materials
  • Shapes
  • World pos., orient., sizes
  • Pos., orient.
  • Field of view
  • Projection type
  • Pos., orient. of display area
  • Light pos., orient.
  • Optical char.

Typical graphics pipeline
6
Typical Graphics Pipelines
  • Gouraud- or Phong-shaded polygonal worlds
  • 1. Model loading / generation
  • loading / generation of graphics primitives
    (lines, polygons, ), and context information
    (colour, transformation matrices, surface
    normals, )
  • 2. Modelling transformation
  • graphics primitives (and possibly surface
    normals) transformed from object coordinates to
    world coordinates

7
Typical Graphics Pipelines
  • Gouraud- or Phong-shaded polygonal worlds (ctd.)
  • 3. Trivial accept/reject classification
  • back-face culling
  • accept/reject test
  • accept (reject) primitives that lie wholly inside
    (outside) view volume
  • mark (for clipping) all primitives neither
    accepted nor rejected (i.e. intersect view volume
    boundary)

8
Typical Graphics Pipelines
  • Gouraud- or Phong-shaded polygonal worlds (ctd.)
  • 4. Vertex or pixel lighting
  • apply illumination model (ambient / diffuse /
    specular) to polygon vertices or pixels
  • model applied once per vertex (Gouraud shading)
  • model applied once per pixel (Phong shading)
  • hence (for Phong shading) illumination model best
    applied during scan conversion (see 9)

9
Typical Graphics Pipelines
  • Gouraud- or Phong-shaded polygonal worlds (ctd.)
  • 5. Viewing transformation
  • world coordinates transformed into viewing
    coordinates
  • 6. Clipping
  • primitives marked in step (3) clipped to view
    volume

10
Typical Graphics Pipelines
  • Gouraud- or Phong-shaded polygonal worlds (ctd.)
  • 7. Projection
  • 3D viewing coordinates transformed into 2D
    coordinates
  • 8. Viewport transformation
  • projected coordinates transformed into device
    coordinates
  • 9. Rasterisation includes
  • scan conversion, pixel-based hidden-surface
    removal, and shading (and sometimes, mapping
    surface details texture, bumps, )

11
Typical Graphics Pipelines
3D Models
Possible 3D graphics pipeline (z-buffer algorithm
and Gouraud shading)
12
Typical Graphics Pipelines
3D Models
Possible 3D graphics pipeline (z-buffer algorithm
and Phong shading)
13
Typical Graphics Pipelines
3D Models
Possible 3D graphics pipeline (BSP algorithm and
Phong shading)
14
Typical Graphics Pipelines
3D Models
Possible 3D graphics pipeline (ray tracing)
15
Graphics API Pipeline
  • DirectX 8
  • graphics pipeline

16
Graphics API Pipeline
  • DirectX 9 graphics pipeline

17
Rendering Hardware
  • Layered architecture of graphics system

DirectX Graphics
18
Rendering Hardware
  • Performance requirements
  • 3D computer graphics requires substantial
    computational power and high bandwidth
  • computation
  • geometric manipulations (vertex transformations,
    polygon clipping) and illumination
  • typically require floating-point calculations
  • rasterisation requires colour / coordinate
    interpolation, depth testing
  • can use integer or fixed-point calculations

19
Rendering Hardware
  • Performance requirements
  • data transfer rate (bandwidth)
  • rasterisation requires memory access for depth
    testing, and clearing buffers between frames
  • display requires memory (frame buffer) access and
    data transfer to VDU
  • Mapping of surface characteristics (bumps,
    textures, ...) increases requirements

20
Rendering Hardware
  • Acceleration methods
  • Computational throughput increased through
  • concurrent execution (pipelining or parallel
    processing) of rendering processes
  • Bandwidth increased through use of
  • special memory devices dual-ported video RAM
    (VRAM), synchronous DRAM (SDRAM),
  • high-bandwidth data paths (e.g. Intels
    Accelerated Graphics Port (AGP))

21
Rendering Hardware
  • Acceleration methods
  • Pipelining sequentially-connected multiple
    modules perform tasks concurrently, e.g.
  • stages of graphics pipeline can run concurrently
  • e.g. clipping and lighting vertices of current
    polygon while previous polygon is undergoing
    rasterisation

22
Rendering Hardware
  • Acceleration methods
  • Parallel processing independent multiple modules
    perform task(s) in parallel, e.g.
  • matrix multiplication
  • simultaneous calculation of row-to-column
    sum-of-products
  • rasterisation
  • colour and occlusion information for each pixel
    computed independently from other pixels of same
    polygon

23
Rendering Hardware
  • Illustrative architecture

Pixel processor
24
Rendering Hardware
  • Sample architecture PlayStation2

25
Rendering Hardware
  • Sample architecture PlayStation2

(sources Oka 1999, Froggatt 2002)
26
Rendering Hardware
  • Sample architecture PlayStation2 (Emotion Engine)

(source Kunimatsu 2000)
27
Rendering Hardware
  • Sample architecture PlayStation2 (Emotion
    Engine)
  • Legend
  • COP Co-processor
  • DMAC DMA Controller
  • EFU Elementary Function Unit
  • GIF Graphics synthesiser Interface Unit
  • VIF Vector Interface Unit
  • V(P)U Vector (Processor) Unit

28
Rendering Hardware
  • (source Macedonia 2000)

29
Rendering Hardware
  • Supported features
  • Range of features typically supported
  • illumination and shading, z-buffering
  • alpha blending (transparency)
  • mapping of surface characteristics (2D / 3D
    textures, bumps, ...), antialiasing
  • tesselation or direct processing of curved
    primitives
  • stereo display, ...

30
Suggested Reading
  • Relevant parts of Ch. 10 15, A. LaMothe, Black
    Art of 3D Game Programming, Waite Group Press,
    1995.
  • Relevant parts of Ch. 7, 16, 18, J.D. Foley, A.
    Van Dam, et al., Computer Graphics Principles
    and Practice, 2nd Ed. in C, Addison-Wesley, 1996.
  • Z. Soferman, D. Blythe, N.W. John, Advanced
    Graphics Behind Medical Virtual Reality
    Evolution of Algorithms, Hardware, and Software
    Interfaces, Proc. of the IEEE, Vol. 86, No. 3,
    pp. 531 - 554, 1998.

31
Suggested Reading
  • M. Froggatt, The Power to Play, IEE Review, Vol.
    48, No. 2, pp. 13 - 19, 2002
  • A. Kunimatsu et al., Vector Unit Architecture for
    Emotion Synthesis, IEEE Micro, Vol. 20, No. 2,
    pp. 40 - 47, 2000
  • M. Oka, M. Suzuoki, Designing and Programming the
    Emotion Engine, IEEE Micro, Vol. 19, No. 6, pp.
    20 - 28, 1999
  • M. Macedonia, The Empire Strikes Back... with the
    X-Box, IEEE Computer, Vol. 33, No. 6, pp. 104 -
    106, 2000.

32
Summary
  • Graphics pipeline processing sequence that
    results in 2D display of synthetic 3D scene
  • main components
  • geometry sub-system transformations, clipping,
  • rasterisation sub-system scan conversion,
    hidden-surface removal, shading, detail mapping
  • No single pipeline is best for all applications
  • configuration dictated by
  • requirements of application, and mix of techniques

33
Summary
  • 3D computer graphics carries substantial
    computational and bandwidth costs
  • hardware acceleration through
  • pipelining or parallel processing
  • special memory devices and high-bandwidth data
    paths
  • wide variety of rendering hardware
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