3D rendering pipeline(重点:vertex processing)

3D渲染管线包括顶点处理、光栅化、片断处理和输出整合四个部分。顶点处理涉及模型变换、视图变换、投影变换和视口变换。模型变换通过矩阵操作实现位移、旋转和缩放。视图变换定位相机并转换到相机坐标系。投影变换将三维物体转换为二维图像,分为透视投影和正交投影。视口变换则裁剪并适配显示窗口。
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  • 3D rendering pipeline (生成管道)

          之所以成为管道,是因为整个过程像管道一样,前一个子过程的输出作为后一个子过程的输入。

          管道分为四个部分:

                   1. 顶点处理 (vertex processor):输入为定点或图元(点,线,三角形,多边形,OpenGL支持十种基本图元),输出为经过转化的图元。

                   2. 光栅化 (rasterization):输入为上个阶段的输出,输出为片断。现代显示器都是基于光栅原理的,所谓“光栅”就是图像由像素组成,显示器在显示图像时按照从左到右从上往下的顺序一次从framebuffer中读取像素的颜色值,并将它显示出来。在此过程中,通过插值,将顶点与像素网格对齐,得到片断。像素是二维的,片断是三维的。

                   3. 片断处理 (fragment processor):输入为上个阶段的输出,对片断进行处理。
                   4. 输出整合 (output merging):输出的是片断进行整合处理后得到的具有颜色的像素,并显示。

          

         对于以上四个部分,其中顶点处理和片断处理是可以通过编程 (vertex shader, fragment shader) 实现的,而光栅化和输出整合只能通过配置GPU实现。


         顶点(vertex)具有四个主要属性:

                    1. 位置,用坐标表示;

                 

This book describes the Direct3D graphics pipeline, from presentation of scene data to pixels appearing on the screen. The book is organized sequentially following the data °ow through the pipeline from the application to the image displayed on the monitor. Each major section of the pipeline is treated by a part of the book, with chapters and subsections detailing each discrete stage of the pipeline. This section summarizes the contents of the book. Part I begins with a review of basic concepts used in 3D computer graphics and their representations in Direct3D. The IDirect3D9 interface is introduced and device selection is described. The IDirect3DDevice9 interface is introduced and an overview of device methods and internal state is given. Finally, a basic framework is given for a 2D application. Chapter 1 begins with an overview of the entire book. A review is given of display technology and the important concept of gamma correction. The representation of color in Direct3D and the macros for manipulating color values are described. The relevant mathematics of vectors, geometry and matrices are reviewed and summarized. A summary of COM and the IUnknown interface is COM: Component Object Model given. Finally, the coding style conventions followed in this book are presented along with some useful C++ coding techniques. Chapter 2 describes the Direct3D object. Every application instantiates this object to select a device from those available. Available devices advertise their location in the Win32 virtual desktop and their capabilities to applications 34 CHAPTER 1. INTRODUCTION through the Direct3D object. Selecting a device from those available and exam- ining a device's capabilities are described. Multiple monitor considerations are also discussed. Chapter 3 describes the Direct3D device object which provides access to the rendering pipeline. The device is the interface an application will use most often and it has a large amount of internal state that controls every stage of the rendering pipeline. This chapter provides a high-level overview of the device and its associated internal state. Detailed discussion of the device state appears throughout the rest of the book. Chapter 4 describes the basic architecture of a typical Direct3D application. Every 3D application can use 2D operations for manipulating frame bu®er con- tents directly. An application can run in full-screen or windowed modes and the di®erences are presented here. The handling of Windows messages and a ba- sic display processing loop are presented. At times it may be convenient to use GDI in a Direct3D application window and a method for mixing these two Win- dows subsystems is presented. Almost every full-screen application will want to use the cursor management provided by the device. Device color palettes and methods for gamma correction are presented. Part II describes the geometry processing portion of the graphics pipeline. The application delivers scene data to the pipeline in the form of geometric primitives. The pipeline processes the geometric primitives through a series of stages that results in pixels displayed on the monitor. This part describes the start of the pipeline where the processing of geometry takes place. Chapter 5 describes how to construct a scene representing the digital world that is imaged by the imaginary camera of the device. A scene consists of a collection of models drawn in sequence. Models are composed of a collection of graphic primitives. Graphic primitives are composed from streams of vertex and index data de¯ning the shape and appearance of objects in the scene. Vertices and indices are stored in resources created through the device. Chapter 6 covers vertex transformations, vertex blending and user-de¯ned clipping planes. With transformations, primitives can be positioned relative to each other in space. Vertex blending, also called \skinning", allows for smooth mesh interpolation. User-de¯ned clipping planes can be used to provide cut away views of primitives. Chapter 7 covers viewing with a virtual camera and projection onto the viewing plane which is displayed as pixels on the monitor. After modeling, objects are positioned relative to a camera. Objects are then projected from 3D camera space into the viewing plane for conversion into 2D screen pixels. Chapter 8 describes the lighting of geometric primitives. The lighting model is introduced and the supported shading algorithms and light types are de- scribed. Chapter 9 covers programmable vertex shading. Programmable vertex shaders can process the vertex data streams with custom code, producing a single ver- tex that is used for rasterization. The vertex shading machine architecture and instruction set are presented. Part III covers the rasterization portion of the pipeline where geometry is1.1. OVERVIEW 5 converted to a series of pixels for display on the monitor. Geometric primitives are lit based on the lighting of their environment and their material properties. After light has been applied to a primitive, it is scan converted into pixels for processing into the frame bu®er. Textures can be used to provide detailed surface appearance without extensive geometric modeling. Pixel shaders can be used to provide custom per-pixel appearance processing instead of the ¯xed- function pixel processing provided by the stock pipeline. Finally, the pixels generated from the scan conversion process are incorporated into the render target surface by the frame bu®er. Chapter 10 describes the scanline conversion of primitives into pixel frag- ments. Lighting and shading are used to process vertex positions and their associated data into a series of pixel fragments to be processed by the frame bu®er. Chapter 11 describes textures and volumes. Textures provide many e±cient per-pixel e®ects and can be used in a variety of manners. Volumes extend texture images to three dimensions and can be used for a volumetric per-pixel rendering e®ects. Chapter 13 describes programmable pixel shaders. Programmable pixel shaders combine texture map information and interpolated vertex information to produce a source pixel fragment. The pixel shading machine architecture and instruction set are presented. Chapter 14 describes how fragments are processed into the frame bu®er. After pixel shading, fragments are processed by the fog, alpha test, depth test, stencil test, alpha blending, dither, and color channel mask stages of the pipeline before being incorporated into the render target. A render target is presented for display on the monitor and video scan out. Part IV covers the D3DX utility library. D3DX provides an implementation of common operations used by Direct3D client programs. The code in D3DX consists entirely of client code and no system components. An application is free to reimplement the operations provided by D3DX, if necessary. Chapter 15 introduces D3DX and summarizes features not described else- where. Chapter 16 describes the abstract data types provided by D3DX. D3DX provides support for RGBA color, point, vector, plane, quaternion, and matrix data types. Chapter 17 describes the helper COM objects provided by D3DX. D3DX provides a matrix stack object to assist in rendering frame hierarchies, a font object to assist in the rendering of text, a sprite object to assist in the rendering of 2D images, an object to assist in rendering to a surface or an environment map and objects for the rendering of special e®ects. Chapter 19 describes the mesh objects provided by D3DX. The mesh objects provided by D3DX encompass rendering of indexed triangle lists as well as progressive meshes, mesh simpli¯cation and skinned meshes. Chapter 21 describes the X ¯le format with the ¯le extension .x. The X ¯le format provides for extensible hierarchical storage of data objects with object instancing.6 CHAPTER 1. INTRODUCTION Part V covers application level considerations. This part of the book de- scribes issues that are important to applications but aren't strictly part of the graphics pipeline. Debugging strategies for applications are presented. Almost all Direct3D applications will be concerned with performance; API related per- formance issues are discussed here. Finally, installation and deployment issues for Direct3D applications are discussed. Chapter 22 describes debugging strategies for Direct3D applications. This includes using the debug run-time for DirectX 9.0c, techniques for debugging full-screen applications and remote debugging. Chapter 23 covers application performance considerations. All real devices have limitations that a®ect performance. A general consideration of how the pipeline state a®ects performance is given. Chapter 24 covers application installation and setup. Appendix A provides a guided tour of the DirectX SDK materials.
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