Computer Graphics (CS 4300) 2010S: Lecture 18

Today

Painter’s Algorithm

Z-Buffer

The 3D Rasterization Pipeline

  1. vertex processing—takes in the object vertices (and optionally also surface normal vectors), applies the object-to-world transform, followed by the the camera, projection, and canvas transforms
  2. rasterization—generates fragments for each primitive
  3. shading—adjusts fragment colors to simulate the effect of lighting; also images can be painted onto surfaces at this stage, which is called texture mapping (we will discuss this in detail later)
  4. blending—finally, the fragments are combined in some way to produce the colored pixels in the final image; one of the most basic methods is to just apply the z-buffer algorithm to keep only the nearest fragment at each pixel

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