Clip Space
The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user. In the context of OpenGL or Vulkan, the result of executing vertex processing shaders is considered to be in clip coordinates. All coordinates may then be divided by the w component of 3D homogeneous coordinates In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work , are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry. ..., in what is called the perspective division. More concretely, a point in clip coordinates is represented with four components, :\beginx_c\\y_c\\z_c\\w_c\end, and the following equalit ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Homogeneous Coordinate System
In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work , are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry. They have the advantage that the coordinates of points, including points at infinity, can be represented using finite coordinates. Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix. They are also used in fundamental elliptic curve cryptography algorithms. If homogeneous coordinates of a point are multiplied by a non-zero scalar then the resulting coordinates represent the same point. Since homogeneous coordinates are also given to points at infinity, the ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Graphics Pipeline
The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Clipping (computer Graphics)
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering (computer graphics), rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. A well-chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." In 2D graphics In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window (computing), ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3D Projection
A 3D projection (or graphical projection) is a Design, design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These projections rely on perspective (graphical), visual perspective and aspect analysis to Projection mapping, project a complex object for viewing capability on a simpler plane. 3D projections use the Primary Qualities, primary qualities of an object's basic shape to create a map of points, that are then connected to one another to create a visual element. The result is a graphic that contains conceptual properties to interpret the figure or image as not actually flat (2D), but rather, as a solid object (3D) being viewed on a 2D display. 3D objects are largely displayed on two-dimensional mediums (such as paper and computer monitors). As such, graphical projections are a commonly used design element; notably, in engineering drawing, technical drawing, drafting, and computer graphics. Projections can be calculated through ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Vulkan (API)
Vulkan is a cross-platform API and open standard for 3D graphics and computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, and it is also designed to work with modern multi-core CPUs. Microsoft supports Vulkan 1.2 (and more) on Windows 10 and 11, with a downloadable compatibility pack. Overview Vulkan targets high-performance real-time 3D-graphics applications, such as video games and interactive media, and highly parallelized computing. Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to the older OpenGL and Direct3D 11 APIs. It does so by providing a considerably lower-level API for the application than the older APIs, that more closely resembles how modern GPUs work. Vulkan is comparable to Apple's Metal API and Microsoft's Direct3D 12. In addition to its lower CPU usage, Vulkan is des ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Shaders
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color ( hue, saturation, brightness, and contrast) of all pixels, vertices, and/or tex ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Homogeneous Coordinates
In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work , are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry. They have the advantage that the coordinates of points, including points at infinity, can be represented using finite coordinates. Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix. They are also used in fundamental elliptic curve cryptography algorithms. If homogeneous coordinates of a point are multiplied by a non-zero scalar then the resulting coordinates represent the same point. Since homogeneous coordinates are also given to points at infini ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Perspective Division
Perspective may refer to: Vision and mathematics * Perspectivity, the formation of an image in a picture plane of a scene viewed from a fixed point, and its modeling in geometry ** Perspective (graphical), representing the effects of visual perspective in graphic arts ** Aerial perspective, the effect the atmosphere has on the appearance of an object as it is viewed from a distance ** Perspective distortion (photography), the way that viewing a picture from the wrong position gives a perceived distortion ** Perspective (geometry), a relation between geometric figures ** Vue d'optique or perspective view, a genre of etching popular during the second half of the 18th century and into the 19th. Film and television * ''Perspective'' (film series), a 2012–2020 Canadian film series by B. P. Paquette * ''Perspective'' (2019 film), an American adult romance drama * ''Perspectives'' (TV series), a 2011–2016 British arts documentary series Music * Perspective Records, an American r ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Sutherland–Hodgman Algorithm
The Sutherland–Hodgman algorithm is an algorithm used for clipping polygons. It works by extending each line of the convex ''clip polygon'' in turn and selecting only vertices from the ''subject polygon'' that are on the visible side. Description The algorithm begins with an input list of all vertices in the subject polygon. Next, one side of the clip polygon is extended infinitely in both directions, and the path of the subject polygon is traversed. Vertices from the input list are inserted into an output list if they lie on the visible side of the extended clip polygon line, and new vertices are added to the output list where the subject polygon path crosses the extended clip polygon line. This process is repeated iteratively for each clip polygon side, using the output list from one stage as the input list for the next. Once all sides of the clip polygon have been processed, the final generated list of vertices defines a new single polygon that is entirely visible. Note th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |