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Chap 9' Discrete Techniques

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depth (z-) buffer - accumulation buffer (Section 9-8) - stencil buffer ... filtering. depth-of-field effects. 21. convolution. 22. depth of field effect ... – PowerPoint PPT presentation

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Title: Chap 9' Discrete Techniques


1
Chap 9. Discrete Techniques
  • 9-1. Buffers and Mappings
  • 9-2. Texture Mapping
  • 9-3. Environmental Maps
  • 9-4. Bump Maps
  • 9-5. Writes into Buffers
  • 9-6. Bits and Pixel Operations in OpenGL
  • 9-7. Compositing Techniques
  • 9-8. Use of the Accumulation Buffer
  • 9-9. Sampling and Aliasing

2
Graphics Pipeline
Application-specific processing
Pixel processing
Polygon processing
Scene processing
Scene graph
Display list
Frame buffer
Depth buffer
Texture memory
(X, Y, Z), M
3
Application-specific processing
Pixel processing
Polygon processing
Scene processing
Scene graph
Display list
Frame buffer
Depth buffer
Texture memory
Video memory
CPU
Main memory
4
9-5. Raster Operations
  • Raster operations (bit-block transfer)
  • access to the frame buffer.
  • Why do we need them?
  • screen clean,
  • our own scan conversion algorithm,
  • character display, other unthinkable effects.

Basic operation
5
  • Access to frame buffer is different from access
    to memory.

6
  • d lt--- f ( d, s )
  • There are 16 different functions ( modes ).

7
  • Assume 0 for background,
  • 1 for foreground.
  • mode 0 Clear with the background color.
  • mode 15Clear with the foreground color.
  • mode 37 Write.

8
  • Mode 6 XOR
  • x ( x XOR y ) XOR y
  • Implementing a menu
  • Screen ? Screen XOR Menu
  • Menu ? Screen XOR Menu
  • Screen ? Screen XOR Menu
  • cursor
  • rubberband

9
9-6. Bit and Pixel Ops in OpenGL
Application-specific processing
Pixel processing
Polygon processing
Scene processing
Scene graph
Display list
Frame buffer
Z- buffer
OpenGL buffers - color (frame) buffers - depth
(z-) buffer - accumulation buffer (Section 9-8) -
stencil buffer (masking buffer)
Texture memory
A-buffer
S-buffer
10
  • Frame buffers
  • 1 for single buffering
  • 2 for double buffering (front/back)
  • 4 for stereo imaging
  • Operations on the frame buffers
  • font display
  • read/write buffers
  • read/write LUT
  • Picking
  • Buffer holds the identifiers.

11
9-7. Compositing (Blending) Techniques
  • Computation capability of FB
  • Alpha channel -- (R,G,B,A)

12
  • I ( R, G, B, A )
  • Id ? Is
  • Id ? d?Id s?Is
  • where d s blending factors

13
  • 1) image compositing

14
  • 2) anti-aliasing

15
  • 3) spatting (foot-noting)

16
(No Transcript)
17
  • 4) depth cueing (fogging)

18
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19
9-8. Accumulation Buffer
  • A-buffer
  • same size as frame buffer
  • larger depth
  • A-buffer A-buffer ltadditiongt F-buffer
  • F-buffer ? A-buffer
  • example
  • glClear (GL_ACCUM_BUFFER_BIT)
  • for ( i0 i lt num_images i)
  • glClear (GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT
    S)
  • display_image (i)
  • glAccum (GL_ACCUM, 1.0 / (float)num_images )
  • glAccum (GL_RETURN, 1.0)

20
  • Usages
  • blending
  • anti-aliasing
  • scene-level, rather than primitive level
  • shift (jitter) the camera
  • filtering
  • depth-of-field effects

21
  • convolution

22
  • depth of field effect
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