Stages of the graphics pipeline|
In this stage the 3D geometry provided as input is established in what is known as 3D world space—a conceptual orientation and arrangement in 3D space. This could include transformations on the local object space of geometric primitives such as translation and rotation.
For more details on this topic, see Vertex shader.
Geometry in the complete 3D scene is lit according to the defined locations of light sources and reflectance and other surface properties. Current hardware implementations of the graphics pipeline compute lighting only at the vertices of the polygons being rendered. The lighting values between vertices are then interpolated during rasterization. Per-fragment (ie. per-pixel) lighting can be done on modern graphics hardware as a post-rasterization process by means of a shader program.
For more details on this topic, see Geometry shader.
Objects are transformed from 3D world space coordinates into a 3D coordinate system based on the position and orientation of a virtual camera. This results in the original 3D scene as seen from the camera’s point of view, defined in what is called eye space or camera space.
For more details on this topic, see Pixel shader.
In this stage of the graphics pipeline, geometry is transformed from the eye space of the rendering camera into 2D image space, mapping the 3D scene onto a plane as seen from the virtual camera.
For more details on this topic, see Clipping (computer graphics).
Geometric primitives that now fall outside of the viewing frustum will not be visible and are discarded at this stage. Clipping is not necessary to achieve a correct image output, but it accelerates the rendering process by eliminating the unneeded rasterization and post-processing on primitives that will not appear anyway.
Texturing, fragment shading
For more details on this topic, see Texture mapping unit.
At this stage of the pipeline individual fragments (or pre-pixels) are assigned a color based on values interpolated from the vertices during rasterization or from a texture in memory.
Scan conversion or rasterization
For more details on this topic, see Render Output unit.
Rasterization is the process by which the 2D image space representation of the scene is converted into raster format and the correct resulting pixel values are determined.
The final colored pixels can then be displayed on a computer monitor or other display.
OpenGL State (첨부파일 참고)
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