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Usual Graphical Pipeline
List all the triangles to draw
Get rid of a maximum of triangles
Clipping (Frustrum) or Back Face Detection
Compute the illumination at the vertex of the triangle
Interpolate the result in the 2D Screen, taking into account the Deepth : Z-Buffer
Graphics Pipeline Review
Properties of the Graphics Pipeline
Primitives are processed one at a time
All analytic processing early on
Sampling occurs late
Minimal state required (immediate mode rendering)
Processing is forward-mapping
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VRarchitect
<
ANU lectures
:
Computer Graphics
:
Global Illumination
>
[
Contact
]
[
Links
]
[
Prev. : 2 / 49 : Global Illumination Models
]
[
Up
]
[
Next : 4 / 49 : Z-Buffer Algorithm
]