GP1 - Software Rasterization Pipeline
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Questions and Answers

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</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</p> Signup and view all the answers

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

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

    Which vector describes the interpolated color in the provided content?

    <p>ColorRGB</p> Signup and view all the answers

    What is the purpose of frustum culling?

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

    Which of the following is not an interpolated value mentioned?

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

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

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

    What kind of vector is used for interpolated UV?

    <p>Vector2</p> Signup and view all the answers

    What occurs during the rasterization stage of processing?

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

    What does the interpolated view direction represent?

    <p>Vector3</p> Signup and view all the answers

    What is the primary application of Cross Product Results?

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

    Which type of interpolation is mentioned in conjunction with depth?

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

    What technique is similar to RayTracer mentioned in the content?

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

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

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

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

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

    Which component is directly linked to Depth & Attribute Interpolation?

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

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

    <p>ScreenSpace</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</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</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</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</p> Signup and view all the answers

    What does the resulting TangentSpaceAxis provide when calculated?

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

    What transformation is applied to vertex positions before rendering?

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

    What direction is the light source indicated to be in?

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

    What is the specular shininess value specified for the light?

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

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

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

    Which aspect of projection is specifically mentioned?

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

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

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

    What optimization is mentioned for triangles in the rendering process?

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

    What is the light intensity set to in the constants?

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

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

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

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

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

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

    <p>Subtract CameraPosition</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</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]</p> Signup and view all the answers

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

    <p>ViewDirection</p> Signup and view all the answers

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

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

    What does the cull mode depend on?

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

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

    <p>No output is generated</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}</p> Signup and view all the answers

    What is the significance of the correct attribute interpolation process?

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

    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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