Graphics Pipeline Flashcards

1
Q

Stages in the graphics pipeline

A
  • Vertex processing
  • Clipping and primitive assembly
  • Rasterization
  • Fragment processing
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Vertex processing

A

Each vertex is processed independently. The two major functions of this
block are to carry out coordinate transformations and to compute a colour for each vertex.
Per-vertex lighting calculations can be performed in this box.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Clipping and primitive assembly

A

Sets of vertices are assembled into primitives, such as line
segments and polygons, before clipping can take place. In the synthetic camera model, a
clipping volume represents the field of view of an optical system. The projections of objects
in this volume appear in the image;those that are outside do not (clipped out); and those
that straddle the edges of the clipping volume are partly visible. Clipping must be done on a
primitive-by-primitive basis ratherthan on a vertex-by-vertex basis. The output of this stage
is a set of primitives whose projections should appear in the image.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Rasterization

A

The output of the
rasterizer is a set of fragmentsfor each primitive. A fragment can be thought of as a
potential pixel that carries with it information, including its colour, location, and depth.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Fragment processing

A

It takes the fragments generated by the rasterizer and updates the
pixels in the frame buffer. Hidden-surface removal, texture mapping, bump mapping, and
alpha blending can be applied here.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

What is he graphics pipeline

A

We start with a (possibly enormous)set of vertices which defines the
geometry of the scene.We must process all these vertices in a similar manner to form an image in
the frame buffer.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Immediate mode graphics

A

As vertices are generated by the application, they are sent directly to the graphics processor for rendering on the display. One consequence of immediate mode is that there is no memory of the geometric data. Thus, if we want to redisplay the scene, we would have to go through the entire creation and display process again

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Retained mode graphics

A

We compute all the geometric data first and store it in some data structure. We then display the scene by sending all the stored data to the graphics processor at once. This approach avoids the overhead of sending small amounts of data to the graphics processor for each vertex we generate, but at the cost of having to store all the data

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Primitive functions

A

Define the low-level objects or atomic entities that our system can display. WebGL supports only points, line segments, and triangles.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Attribute functions

A

Govern the way that a primitive appears on the display

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Viewing functions

A

Allow us to specify various views. WebGL does not provide any viewing functions, but relies on the use of transformations in the shaders to provide the desired view.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Transformation functions

A

Allow us to carry out transformations of objects, such as rotation, translation, and scaling. In WebGL, we carry out transformations by forming transformation matrices in our applications, and then applying then either in the application or in the shaders.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Input functions

A

Deals with input devices

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Control functions

A

Enable us to communicate with the window system, to initialize our programs, and to deal with any errors that take place during the execution of our programs

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Query functions

A

Allow us to obtain information about the operating environment, camera parameters, values in the frame buffer, etc.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

List the 7 WebGL API function groups

A
Primitive functions
Attribute functions
Viewing functions
Transformation functions
Input functions
Control functions
Query functions
17
Q

4 major tasks in any graphics system

A

Modelling
Geometry processing
Rasterization
Fragment processing

18
Q

Modelling

A

The results of the modelling process are sets of vertices that specify a group of geometric objects supported by the rest of the system

19
Q

Geometry processing

A

The goals of the geometry processor are to determine which geometric objects can appear on the display and to assign shades or colours to the vertices of these objects.

20
Q

Rasterization

A

The rasterizer starts with vertices in normalized device coordinates and outputs fragments whose locations are in units of the display - window coordinates

21
Q

Fragment processing

A

Per-fragment shading, texture-mapping, bump-mapping, alpha blending, antialiasing, and hidden-surface removal all take place in this stage