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Explication du fonctionnement des API 3D matériels, comme opengl, directx.
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3. Cameras, 4. Surfaces de rendus Sorties:
Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display 5. Modeling Transformations
6. Les Modeling transforms font le changement de repre (world space) ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display Object space World space 7. Illumination (Shading)
8. Modles d'illumination (Diffuse, Ambient, Phong, etc.) ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display 9. Viewing Transformation
10. La position de visualisation est transform selon l'origine & et sa direction est orient selon l'axe (en gnralz ) ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display Eye space World space 11. Clipping ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display Eye space frustum 12. Scan Conversion (Rasterization)
13. Interpolation des valeurs 14. (couleur, pronfondeur, etc.) ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display 15. Visibilit / Affichage
16. Chaque tape du pipeline est un forme de transformation ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display 17. Systmes de Coordonnes
18. Systmes de Coordonnes ModelingTransformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection(to Screen Space) Scan Conversion (Rasterization) Visibility / Display Object space World space Eye Space / Camera Space Clip Space (NDC) Screen Space 19. Matriel - GPU 20. Matriel - GPU OpenGL (vertex) buffer object GPU command processor vertex puller hardware rendering pipeline CPU CPU writes of command + vertex indices vertex array GPU DMA transfer of command data application (client) memory memory reads CPU GPU DMA transfer of vertex dataCPU never reads data command queue 21. Shaders
Model dataVertex and texture coord VertexPrograms FragmentPrograms Rasterization Framebuffer Fixed-functions (lighting, clipping, culling, projection, viewport mapping) Fixed-functions (pixel ownership testing, scissoring, alpha testing, blending, masking) 22. Shader ambient lighting // Vertex Shader void main() { gl_Position =gl_ModelViewProjectionMatrix * gl_Vertex; } // Fragment Shader void main() { gl_FragColor = vec4(0.2, 0.6, 0.8, 1); } 23. Shader ambient lighting