G4: Rasterization Flashcards

1
Q

What is the first step in the rasterization pipeline?

A

Begins with the 3D model representing the world

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2
Q

What is the purpose of the projection step in the rasterization pipeline?

A

Go into camera space, x, y, and z are now relevant to the image plane of the camera

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3
Q

What does clipping determine in the rasterization pipeline?

A

Determines what is visible in the camera’s world of view, crops the rest out, creating the clip space

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4
Q

What is screen space in the context of rasterization?

A

Represents pixel positions or sample points

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5
Q

What information does a fragment contain in screen space?

A

Information about the surface that is visible, color, and other properties

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6
Q

What is the purpose of interpolation and sampling in the rasterization pipeline?

A

Computes the final value going into the FrameBuffer

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7
Q

What is a line considered in computer graphics?

A

One of the simplest primitives

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8
Q

What is the diamond rule in rasterizing a line?

A

Pixel is on if line passes through ‘diamond’

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9
Q

What is the Digital Differential Analyzer (DDA) used for?

A

A better method for rasterizing lines

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10
Q

Why are triangles special in computer graphics?

A
  • Can decompose any polygon into triangles
  • All triangles are convex
  • All triangles are flat in 3D
  • Simpler rasterization and interpolation algorithms
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11
Q

What is inside-outside testing?

A

Checking if a fragment is covered by a triangle

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12
Q

What is the common convention for handling edge cases in triangle rasterization?

A

Top-left rule

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13
Q

What is the efficiency strategy for computing inside tests for triangles?

A

Compute triangle bounding box first and do inside test only for points in bounding box

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14
Q

What are barycentric coordinates used for?

A

Determining colors that should go into a particular fragment

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15
Q

How do you compute the area of a triangle using vertices in homogeneous coordinates?

A

Area(v0, v1, v2) proportional to volume(v0, v1, v2)
Triple product gives: volume(v0, v1, v2) = (v0 x v1) . v2
Then note that:
□ v0 x v1 = (y0 - y1, x1 - x0, x0y1 - x1y0)
□ v0 x v1 = (a, b, c) from line equation v0 -> v1 (recall)
□ So, for a point p (x, y) inside triangle, area is (v0 x v1) . p = ax + by + c
Can reuse line equation from inside test!

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16
Q

What is the painter’s algorithm?

A

Sort triangles from farthest to nearest and rasterize in that order

17
Q

What is the Z-buffer algorithm used for?

A

Store z value for each fragment produced from rasterizing a primitive

18
Q

What does the depth test in Z-buffering do?

A

Only writes color and z if z < current z

19
Q

What is the initial z value in the FrameBuffer for Z-buffering?

A

-infinity for all pixels