交互式计算机图形学:第一章 图形系统和模型
第一章 图形系统和模型
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图形系统(Graphics System)
–图形系统的主要元素
–帧缓存(Frame
Buffer)保存像素;帧缓存的深度(Depth)或精度(Precision)是表示每个像素所用的比特数
–从几何实体到帧缓存中像素达到颜色和位置的转换称为光栅化(Rasterization)
–输入设备:物理输入设备、逻辑设备 -
虚拟照相机模型(Synthetic-Camera Model)
–投影线(Projector)是对象上一点到透镜中间的一条线
–投影中心(Center of Projection,COP)是透镜的中心
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应用程序编程接口(Application Programming Interface,API)
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图形绘制系统的体系结构
–图形绘制流水线
–顶点处理模块的主要功能:执行坐标变换和计算每个顶点的颜色值
–裁剪模块和图元组装模块的主要功能:裁剪和组装图元
–光栅化模块的主要功能:对每个图元输出一组片元(Fragment)
–片元处理模块的主要功能:更新呢帧缓存中的像素
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图形管线(Graphics Pipeline)
–组成部分:建模(Modeling)管线和渲染(Rendering)管线
–建模管线
A)3D模型坐标系(3D Model Coordinates):use modeling transformations to put the parts of your model together and then to place your model in a world space
B)3D 世界坐标系(3D World Coordinates):This is a single 3D coordinate system in which all the parts of a scene are placed; The scene is independent of the viewer
C)3D 眼睛坐标系(3D Eye Coordinates):A scene becomes an image when there is a viewer and a viewing context; A viewer (or camera) is placed in the world space with a position and orientation
D)2D 眼睛坐标系(2D Eye Coordinates):The scene is transformed into this coordinate system by projecting each vertex in the scene to its corresponding point in the plane; Depth information is lost in the view
E)2D 屏幕坐标系(2D Screen Coordinates):The 2D eye coordinates
are scaled to fit the screen dimensions–渲染管线