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Interactive Graphics Pipeline
Published in Aditi Majumder, M. Gopi, Introduction to Visual Computing, 2018
Rasterization is the last step of the interactive graphics pipeline where all the pixels inside the clipped polygons (triangles may not remain triangles after clipping) have to be computed, and colors and other attributes interpolated from the those of the vertices of the polygon. During the clipping operation, the attributes at the edge‐window intersection points are themselves computed using interpolation of colors at the vertices of the given triangle. The process of rasterization is performed in the graphics hardware. We only provide very basic methods and some key insights of how such methods are made efficient. The buffer in which we draw the color is called the framebuffer and the buffer in which we handle the depth is called the z‐buffer or depth buffer. Both of these buffers are the size of the window defined by the API. We start with a clear framebuffer (all pixels initialized to black) and the depth‐buffer set to 0. Since we will deal with reciprocal of depth in the Z‐buffer, initializing it to 0 means the depth is at ∞.
A binocular parallel rendering method for VR globes
Published in International Journal of Digital Earth, 2020
Wumeng Huang, Jing Chen, Mengyun Zhou
The graphics-pipeline-parallel method conducts the scene rendering while constructing multiple graphics pipelines. The so-called graphics pipeline is the process of transforming a scene from the geometric primitive to the frame image, and it mainly includes three major procedures: scene selection, sending draw calls, and rasterization. The graphics-pipeline-parallel method can also be further divided into parallel rendering based on the screen space and parallel rendering based on the model space (Molnar et al. 1994). Parallel rending method based on the screen space