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graphics pipeline |
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In 3D graphics rendering, the stages required to transform a three-dimensional image into a two-dimensional screen. The stages are responsible for processing information initially provided just as properties at the end points (vertices) or control points of the geometric primitives used to describe what is to be rendered. The typical primitives in 3D graphics are lines and triangles. The type of properties provided per vertex include x-y-z coordinates, RGB values, translucency, texture, reflectivity and other characteristics.
Bus interface/Front End Interface to the system to send and receive data and commands. Vertex Processing Converts each vertex into a 2D screen position, and lighting may be applied to determine its color. A programmable vertex shader enables the application to perform custom transformations for effects such as warping or deformations of a shape. Clipping This removes the parts of the image that are not visible in the 2D screen view such as the backsides of objects or areas that the application or window system covers. Primitive Assembly, Triangle Setup Vertices are collected and converted into triangles. Information is generated that will allow later stages to accurately generate the attributes of every pixel associated with the triangle. Rasterization The triangles are filled with pixels known as "fragments," which may or may not wind up in the frame buffer if there is no change to that pixel or if it winds up being hidden. Occlusion Culling Removes pixels that are hidden (occluded) by other objects in the scene. Parameter Interpolation The values for each pixel that were rasterized are computed, based on color, fog, texture, etc. Pixel Shader This stage adds textures and final colors to the fragments. Also called a "fragment shader," a programmable pixel shader enables the application to combine a pixel's attributes, such as color, depth and position on screen, with textures in a user-defined way to generate custom shading effects. Pixel Engines Mathematically combine the final fragment color, its coverage and degree of transparency with the existing data stored at the associated 2D location in the frame buffer to produce the final color for the pixel to be stored at that location. Output is a depth (Z) value for the pixel. Frame Buffer Controller The frame buffer controller interfaces to the physical memory used to hold the actual pixel values displayed on screen. The frame buffer memory is also often used to store graphics commands, textures as well as other attributes associated with each pixel. How to thank TFD for its existence? Tell a friend about us, add a link to this page, add the site to iGoogle, or visit webmaster's page for free fun content. |
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| InfiniteReality3 is the latest version of SGI's world-leading graphics subsystem and is the high-performance graphics pipeline for the SGI Onyx 3400, providing the power and real-time visualization capability to concurrently process imagery, video, 3D terrain and geospatial data. In addition, the world-leading InfiniteReality3 graphics subsystem is the high-performance graphics pipeline for the SGI Onyx 3000 series. ROUND ROCK, Texas -- In the second set of bullets below under the subhead "Dell Precision M65 - True Mobility for Mobile Workstations," the bullet "128-bit graphics pipeline and 128-bit graphics memory interface" was incorrectly included and has been removed. |
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