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Lipping Primitive generation OpenGL selection CS448 Lecture 8 Kurt Akeley, Pat Hanrahan, Fall 2001 1 Readings Required High-Performance Polygon Rendering, Akeley and Jermoluk, Proceedings of SIGGRAPH 88. RealityEngine Graphics, Akeley, Proceedings of SIGGRAPH 93. InfiniteReality: A Real-Time Graphics System, Montrym, Baum, Dignam, and Migdal, Proceedings of SIGGRAPH 97. Recommended Curved PN Triangles, PDF to be on web site soon OpenGL Specification CS44.
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Realityengine FAQ
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vertex() is used to specify the vertex coordinates for points, lines, triangles, quads, and polygons. It is used exclusively within the beginShape() and endShape() functions. Drawing a vertex in 3D using the z parameter requires the P3D parameter in combination with size, as shown in the above example.
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A vertex is a reference to a point. Primitives use vertices to reference points. For example, the corners of a polygon, the center of a sphere, or a control vertex of a spline curve. Primitives can share points, while vertices are unique to a primitive.
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Per-Vertex Operation Each vertex is multiplied with a transformation matrix, effectively changing its 3D coordinate system to a new coordinate system. Just like a photographic camera transforms a 3D scenery into a 2D photograph.
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The points of a primitive are called vertices (singular vertex) and store data about their position, colour, texture and possibly other information.
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The vertex-shader (VS) stage processes vertices from the input assembler, performing per-vertex operations such as transformations, skinning, morphing, and per-vertex lighting. Vertex shaders always operate on a single input vertex and produce a single output vertex.
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The vertex processing stage operates on every input vertex stored in the vertex buffer and performs various operations such as transform. The rasterization stage assembles polygons from the vertices and converts each polygon into a set of fragments.
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Vertex Processor Vertex position transformation using the modelview and projection matrices. Normal transformation, and if required its normalization. Texture coordinate generation and transformation. Lighting per vertex or computing values for lighting per pixel. Color computation.
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Vertex Post-Processing is the stage in the OpenGL Rendering Pipeline where the vertex outputs of the Vertex Processing undergo a variety of operations.
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Keywords relevant to Vertex And Primitive Operations
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- vertexes
- frustum
- GPU
- opengl
- rasterization
- realityengine
- NX
- nz
- backface
- infinitereality
- truform
- interdependencies
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