Guard-band Clipping
Guard band Clipping (computer graphics), clipping is a technique used by digital rendering hardware and software designed to minimize the amount of clipping performed. Instead of clipping polygons that extend out of the viewport, polygons are only clipped if they extend past a guard band. Clipping is still needed to prevent integer overflow in the rasterizer. The guard band is typically designed to be several orders of magnitude greater than the screen resolution, as clipping is an exception that creates a pipeline bubble and creates additional triangles to be processed. References {{Reflist Sources Microsoft MSDNNVidia Development Portal External linksA technical specification of Guard Band Clipping by NVidia Technical information about how the WDM uses Guard Band Clipping Clipping (computer gra ... [...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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Digital Rendering
Rendering is the process of generating a photorealistic or non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a " rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A software application or component that performs rendering is called a rendering engine, render engine, rendering system, graphics engine, or simply a renderer. A distinction is made between real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or animation), and offline rendering (sometimes called pre-rendering) in which images, or film or video frames, are generated for later viewing. Offline rendering can use a slower and higher-quality renderer. Int ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Viewport
A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the ''world coordinate window'' is the area of interest (meaning what the user wants to visualize) in some application-specific coordinates, e.g. miles, centimeters etc. The word ''window'' as used here should not be confused with the Window (computing), GUI window, i.e. the notion used in window managers. Rather it is an analogy with how a window limits what one can see outside a room. In contrast, the ''viewport'' is an area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered. Clipping (computer graphics), Clipping to the world-coordinates window is usually applied to the objects before they are passed through the Coordinate system#Transformations , window-to-vi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Integer Overflow
In computer programming, an integer overflow occurs when an arithmetic operation on integers attempts to create a numeric value that is outside of the range that can be represented with a given number of digits – either higher than the maximum or lower than the minimum representable value. The most common result of an overflow is that the least significant representable digits of the result are stored; the result is said to ''wrap'' around the maximum (i.e. modulo a power of the radix, usually two in modern computers, but sometimes ten or other number). On some processors like graphics processing units (GPUs) and digital signal processors (DSPs) which support saturation arithmetic, overflowed results would be ''clamped'', i.e. set to the minimum value in the representable range if the result is below the minimum and set to the maximum value in the representable range if the result is above the maximum, rather than wrapped around. An overflow condition may give results lead ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Rasterizer
In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an Digital image, image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes). The rasterized image may then be displayed on a computer display, video display or computer printer, printer, or stored in a bitmap file format. Rasterization may refer to the technique of drawing 3D model (computer graphics), 3D models, or to the conversion of 2D rendering primitives, such as polygons and line segments, into a rasterized format. Etymology The term "rasterisation" comes . 2D images Line primitives Bresenham's line algorithm is an example of an algorithm used to rasterize lines. Circle primitives Algorithms such as the midpoint circle algorithm are used to render circles onto a pixelated canvas. 3D images Rasterizatio ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Pipeline Bubble
In the design of pipelined computer processors, a pipeline stall is a delay in execution of an instruction in order to resolve a hazard. Details In a standard five-stage pipeline, during the decoding stage, the control unit will determine whether the decoded instruction reads from a register to which the currently executed instruction writes. If this condition holds, the control unit will stall the instruction by one clock cycle. It also stalls the instruction in the fetch stage, to prevent the instruction in that stage from being overwritten by the next instruction in the program. In a Von Neumann architecture which uses the program counter (PC) register to determine the current instruction being fetched in the pipeline, to prevent new instructions from being fetched when an instruction in the decoding stage has been stalled, the value in the PC register and the instruction in the fetch stage are preserved to prevent changes. The values are preserved until the instruction c ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |