GP1 - Software Rasterization Pipeline
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What is the minimum attribute that each vertex must have in the software rasterization pipeline?

  • POSITION (correct)
  • NDC
  • UV
  • COLOR

Which of the following vertices is NOT mentioned in the context of the software rasterization pipeline?

  • Vertices in Camera-Space (correct)
  • Vertices in Screen Space
  • Vertices in World Space
  • Vertices in NDC space

What additional attributes can be associated with a vertex besides POSITION?

  • COLOR and UV (correct)
  • Intensity and Phong
  • Z-Depth and W-Depth
  • Normal and Tangent

Which condition is NOT true about vertex positions in NDC space according to the software rasterization pipeline?

<p>X and Y must be greater than Screen Space (D)</p> Signup and view all the answers

Which of the following best describes the purpose of the vertex attributes in the rasterization pipeline?

<p>To define the color and texture mapping of the object (A)</p> Signup and view all the answers

What is the process that involves calculating the color for a given pixel?

<p>Pixel Shading Stage (C)</p> Signup and view all the answers

Which vector describes the interpolated color in the provided content?

<p>ColorRGB (C)</p> Signup and view all the answers

What is the purpose of frustum culling?

<p>To check if vertices are inside the camera frustum (B)</p> Signup and view all the answers

Which of the following is not an interpolated value mentioned?

<p>Interpolated Texture (B)</p> Signup and view all the answers

During which stage are all vertices processed in the graphics pipeline?

<p>Projection Stage (D)</p> Signup and view all the answers

What kind of vector is used for interpolated UV?

<p>Vector2 (A)</p> Signup and view all the answers

What occurs during the rasterization stage of processing?

<p>Iterating pixels for each triangle (B)</p> Signup and view all the answers

What does the interpolated view direction represent?

<p>Vector3 (A)</p> Signup and view all the answers

What is the primary application of Cross Product Results?

<p>To calculate interpolation weights for depth interpolation (C)</p> Signup and view all the answers

Which type of interpolation is mentioned in conjunction with depth?

<p>Depth Interpolation (B)</p> Signup and view all the answers

What technique is similar to RayTracer mentioned in the content?

<p>Phong Specular (D)</p> Signup and view all the answers

In the context provided, what does 'Depth Test' refer to?

<p>A procedure for ensuring correct pixel depth during rendering (A)</p> Signup and view all the answers

What type of texture is paired with the Phong Specular method in the content?

<p>Gloss Texture (A)</p> Signup and view all the answers

Which term is associated with every pixel in relation to Lambert Diffuse?

<p>Attribute Interpolation (C)</p> Signup and view all the answers

What is a required condition for effective Depth Interpolation according to the content?

<p>Correct Depth Interpolation settings (A)</p> Signup and view all the answers

Which component is directly linked to Depth & Attribute Interpolation?

<p>Phong Shader (A)</p> Signup and view all the answers

What is the purpose of multiplying Normals and Tangents with the (3x3) World matrix?

<p>To rotate the normals and tangents (B)</p> Signup and view all the answers

Which operation helps determine if a pixel is inside a triangle?

<p>Cross product of triangle edges and pixel vectors (B)</p> Signup and view all the answers

In which space should the Position X & Y be after transformation?

<p>ScreenSpace (D)</p> Signup and view all the answers

What is the role of the NormalMap in the process described?

<p>To use the resulting normal as the new normal (C)</p> Signup and view all the answers

What does the iteration focus on after the bounding box (BB) transformation?

<p>Only pixels covered by the bounding box (D)</p> Signup and view all the answers

What happens if the signs of all cross-product results are the same?

<p>The pixel is inside the triangle (D)</p> Signup and view all the answers

What must be done to the (4x4) World matrix before applying it to normals and tangents?

<p>Cast it to a (3x3) matrix to discard translation (A)</p> Signup and view all the answers

What does the resulting TangentSpaceAxis provide when calculated?

<p>A new coordinate space for normals (A)</p> Signup and view all the answers

What transformation is applied to vertex positions before rendering?

<p>World to Model Transformation (A)</p> Signup and view all the answers

What direction is the light source indicated to be in?

<p>{.577f, -.577f, .577f} (B)</p> Signup and view all the answers

What is the specular shininess value specified for the light?

<p>25.f (A)</p> Signup and view all the answers

What should be done to triangles that do not fall within the frustum?

<p>Ignore them (C)</p> Signup and view all the answers

Which aspect of projection is specifically mentioned?

<p>Projection based on Aspect Ratio &amp; FOV (D)</p> Signup and view all the answers

What is the range of the variable Z mentioned in the content?

<p>[0.1] (D)</p> Signup and view all the answers

What optimization is mentioned for triangles in the rendering process?

<p>Calculate Triangle (D)</p> Signup and view all the answers

What is the light intensity set to in the constants?

<p>7.f (C)</p> Signup and view all the answers

What must be done after applying the perspective divide to vertices?

<p>Rasterize vertices to screen space (A)</p> Signup and view all the answers

What is the purpose of the bounding box in raster space?

<p>To optimize the rendering process (D)</p> Signup and view all the answers

What transformation is applied to WorldPosition to convert it into Normalized Device Coordinates (NDC)?

<p>Subtract CameraPosition (D)</p> Signup and view all the answers

What does the Position W component represent in the VERTEX_OUT structure?

<p>Distance from camera in view space (B)</p> Signup and view all the answers

Which range do the Position X and Y coordinates have in Normalized Device Coordinates (NDC)?

<p>[-1, 1] (D)</p> Signup and view all the answers

What attribute is calculated to define the direction from the vertex to the camera?

<p>ViewDirection (C)</p> Signup and view all the answers

What is the purpose of normalizing color before writing to the backbuffer?

<p>To avoid color overflow (B)</p> Signup and view all the answers

What does the cull mode depend on?

<p>Triangle winding order (D)</p> Signup and view all the answers

In vertex attribute interpolation, which attributes are typically passed through to VERTEX_OUT?

<p>Position, Color, UV, Normal, Tangent, ViewDirection (B)</p> Signup and view all the answers

What happens to the outputs of vertex processing if the DepthTest fails?

<p>No output is generated (C)</p> Signup and view all the answers

What kind of color is typically set as the ambient color in a rendering context?

<p>Solid color RGB{.025f,.025f,.025f} (A)</p> Signup and view all the answers

What is the significance of the correct attribute interpolation process?

<p>It ensures visual fidelity throughout rendering (B)</p> Signup and view all the answers

Flashcards

Software Rasterization Pipeline

The process of converting 3D models into 2D images for display on a screen.

Vertex Data (Input)

The starting point of the software rasterization pipeline, containing information about each vertex of a 3D object, including its position in 3D space.

Vertex Transformation

Positions of vertices are transformed from World Space to Normalized Device Coordinates (NDC) space, a standard coordinate system used for rendering. This transformation ensures that all objects are properly sized and positioned within the screen.

Rasterization

After transformation, the processed data (including position and other attributes) is used to generate pixels on the screen, creating the final image.

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Interpolated Vertex Attributes

Interpolated values are used to determine the final color and other properties of each pixel, creating smoother transitions and realistic shading.

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Interpolated Color

The interpolated color of a pixel calculated from the vertex colors.

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Interpolated UV

The interpolated UV coordinate of a pixel calculated from the vertex UVs.

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Interpolated Normal

The interpolated normal vector of a pixel calculated from the vertex normals.

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Interpolated Tangent

The interpolated tangent vector of a pixel calculated from the vertex tangents.

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Interpolated ViewDirection

The interpolated view direction vector of a pixel calculated from the vertex view directions.

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Projection Stage

The stage in a graphics pipeline where we determine if a vertex is inside or outside the camera's viewing frustum.

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Rasterization Stage

The stage in a graphics pipeline where we process each triangle of the geometry and rasterize it into pixels.

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Pixel Shading Stage

The stage in a graphics pipeline where we calculate the final color of each pixel based on shading and lighting.

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ScreenSpace

After this transformation, your Position X & Y values will be in ScreenSpace, which uses 2D raster coordinates.

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Normal Mapping

A process that calculates the direction of a surface's normal at each pixel, considering the influence of a normal map.

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Model Space

The space where the object's geometry is originally defined, often based on the object's local axes.

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World Space

The space where objects are positioned relative to each other and the camera in the scene.

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Barycentric Coordinates

A technique used to determine if a pixel falls inside a triangle, often used for rendering.

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Normal Map

A texture that stores normal vectors for a surface, used to enhance its detailed appearance.

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Diffuse Texture

The color and brightness information applied to a surface, often stored in a texture.

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Transforming Vectors

The process of transforming vectors (like normals and tangents) from one coordinate space to another, usually using matrices.

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Depth Interpolation

The process of calculating the interpolation weights for depth and attribute interpolation in computer graphics.

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Depth Test

A technique used to calculate the correct depth values for pixels after interpolation.

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Phong Specular

A graphical representation of the light that reflects from a surface in a single direction. It's a common model used in computer graphics.

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Lambert Diffuse

A common model in computer graphics that calculates the diffuse illumination of a surface based on the intensity of incoming light.

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SPECULAR (Specular + Gloss Texture)

A type of illumination model used in computer graphics to simulate the appearance of glossy or metallic surfaces.

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ViewDirection

The direction from which a viewer is looking at a scene in computer graphics.

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Interpolation

The process of calculating the value of a specific pixel using the information of neighboring pixels.

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Pixel Interpolation Weights

A technique used to calculate the precise location within an image for each pixel.

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WVP Matrix

A matrix that combines world, view, and projection transformations, transforming vertices from model space to screen space.

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World Transformation

A process that transforms vertices from model space to world space, taking into account the object's position, rotation, and scale.

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View Transformation

A process that transforms vertices from world space to camera space, simulating the camera's position and orientation.

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Projection Transformation

A process that projects 3D vertices onto a 2D plane, representing the scene on the screen.

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Homogeneous Coordinates

A space where vertices are represented in homogeneous coordinates, allowing for perspective effects.

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Perspective Divide

A process that divides the homogeneous coordinates of a vertex by its w-component, converting the point to screen space.

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Normalized Device Coordinates (NDC)

A space where vertices are represented in normalized device coordinates, ranging from -1 to 1 in all dimensions.

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Frustum Culling

Determining if a triangle is within the camera's view frustum, a pyramid-shaped volume representing the visible area.

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BoundingBox Culling

A technique that calculates the bounding box of a triangle in screen space, optimizing rendering by skipping unnecessary calculations.

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Normalize(WorldPosition – CameraPosition)

A transformation that converts the world position of an object to its corresponding position in the camera's coordinate space.

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WorldPosition > ModelSpace position multiplied with (4x4) World matrix

It's how we move objects from the world's coordinate system to the model's coordinate system by applying a 4x4 matrix.

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Vertex Attribute Interpolation

The process of calculating the values for attributes like position, normal, and texture coordinates at each vertex of a triangle.

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Correct ‘Attribute Interpolation’ > LAB 3

The depth and vertex attributes are interpolated correctly to ensure depth accuracy and smooth transitions between vertices.

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Single VERTEX_OUT structure containing interpolated attributes

A structure that holds all the interpolated attributes after the vertex shader, such as position, color, UV, normal, tangent, and view direction.

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CULL MODE

A process that determines which parts of a triangle are visible and which are hidden based on the camera's perspective.

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OUTPUT > Final Pixel Color (Diffuse + Specular + Ambient)

The final stage of rendering where the lighting and other effects are applied to the interpolated attributes, resulting in the pixel's color.

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Position X & Y > NDC (Range [-1,1] )

A range of values from -1 to 1 used to represent the position of a vertex in the display space.

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Position Z > NDC (Range [0,1] ]

A value from 0 to 1 representing the depth of a vertex in the view space. It's used to determine which objects are displayed in front or behind others.

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Position W > ViewSpace (Distance from camera)

The distance from the camera to a vertex in view space. Crucial for calculating the perspective projection and depth.

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Study Notes

GP1 - Software Rasterization Pipeline (High-Level)

  • Input: Vertices in world space, each with position and optional attributes (color, UV, etc.)
  • Projection Stage:
    • Transforms vertex positions from world space to normalized device coordinates (NDC) space.
    • Uses a view-projection matrix for transformation.
    • Applies perspective division.
    • Output: Vertices in NDC space.
  • Rasterization Stage:
    • Processes each triangle.
    • Performs frustum culling to remove triangles outside the camera view.
    • Calculates raster coordinates (screen space) for each vertex.
    • Checks if a pixel is inside a triangle using barycentric coordinates.
    • Interpolated vertex attributes for each pixel are calculated
    • Performs depth interpolation and testing.
    • Output: Interpolated vertex attributes for each pixel that passed the depth test.
  • Pixel Shading Stage:
    • Computes the final color of each pixel
    • Calculates lighting such as ambient, diffuse, and specular components. Texture mapping using sampled colors. Normal Mapping to calculate the normal.
    • Output: Final pixel color.
  • Culling Mode: Determines which sides of a polygon are rendered (front-face or back-face).
  • Output: Final rendered pixel color.

Stages Detail

  • Projection Stage (Input): World space vertices.
  • Projection Stage (Calculations): Model to world transformation, view transformation, projection transformation, perspective division.
  • Projection Stage (Output): Vertices in NDC space.
  • Rasterization Stage (Input): Vertices in NDC space.
  • Rasterization Stage (Calculations): Frustum culling, raster coordinates calculation, pixel-in-triangle test, interpolation of color, depth, normals, etc.
  • Rasterization Stage (Output): Interpolated attributes of vertices for each pixel.
  • Pixel Shading Stage (Input): Screen coordinates of the pixel with all its interpolated attributes.
  • Pixel Shading Stage (Calculations): Lighting calculations, final color calculation based on ambient, diffuse, specular colors.
  • Pixel Shading Stage (Output): Final color for a pixel.

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Description

Explore the high-level software rasterization pipeline, focusing on the projection, rasterization, and pixel shading stages. Understand how vertices are transformed to normalized device coordinates, processed for screen space, and ultimately colored through pixel shading. This quiz will test your knowledge of each step and its significance in the rendering process.

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