3 - Computergraphik [ID:12094]
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Welcome for Computer Graphics.

So in this week we will speak about rasterization.

So I introduced last week I think the major questions that we will look into.

In particular we started with 2D graphics and in fact also today we will look at 2D

lines but yeah as you might imagine if you take a 3D line and you map it to a 2D image

it still is a line.

So rasterization in 2D and 3D will be rather similar and so we will look into yeah rasterization.

Today we will see how we can rasterize lines and on Thursday then we will see how to also

fill objects and in particular we will decompose everything into triangles and then rasterize

these or arbitrary polygons.

This is what we will look into tomorrow on Thursday and today we look at lines.

So yeah these are the two main problems I would say in rasterization of course.

You can also define other ones but these are probably the most basic ones.

Later on we will mainly look into triangles.

So if we render filled objects we decompose them into triangles and then we have the challenge

to rasterize such a triangle and rasterization in that sense now means given a triangle with

three vertices how can we enumerate all the pixels that are within that triangle?

Yeah because if we want to rasterize it we have to find all these pixels in here and

we somehow have to enumerate them and of course that needs to be very fast.

Rasterization is always the major problem with these rasterization things because you

need to imagine for a computer game for instance where you want to have 60 images, 60 new images

per second.

Every image consists of 2 million pixels for instance and you want to render a scene that

contains 10 million triangles.

It's a very very very large number of pixels that you need to enumerate and you need the

most efficient algorithm possible to do that so that you can achieve real-time rendering.

And ideally the algorithm should be so simple that it can also be well implemented in hardware

and yeah in fact this is also the case.

Normally if you do graphics you always have a little special processor in your computer

even on mobile phones.

These are available today or standard today so it's special processors that mainly do

graphics and they all contain these algorithms inside so that they do that very efficiently

in hardware.

And this is for triangle and today we will look at the maybe more simpler case how to

rasterize a line.

And yeah even though these algorithms as I said are usually implemented in hardware or

already by some library it definitely makes sense to know how they work because there

are always problems that are very similar and yeah it's always good to understand what

happens under the engine so that we can control that better.

We will come back to that later when we learn how to program OpenGL.

Then we will see that it's important to understand how at least the idea of these algorithms

is so that we can also apply OpenGL.

So lines are very widely used to display cut models so if you're generating plans or things

like that construction drawings then usually this happens using lines so here we can see

an example of I think it's an engine and yeah this is a complex 3D model and in that case

to also see details in from the inside so that nothing is hidden this is rendered using

lines and all the objects are rendered by their outline.

So this would be an example where we need to render lines or to rasterize lines.

We've also seen examples last week when I've shown you this path primitive for instance

and I also told you that even if these paths can contain curves or what we think is curves

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01:10:56 Min

Aufnahmedatum

2019-10-21

Hochgeladen am

2019-10-28 12:49:03

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