Page 3 - Computer Graphics Handout
P. 3
1.7.1 Display Processors ............................................................................................................................................ 32
1.7.2 Pipeline Architectures ....................................................................................................................................... 32
1.7.3 The Graphics Pipeline ....................................................................................................................................... 33
1.7.4 Vertex Processing ............................................................................................................................................. 33
1.7.5 Clipping and Primitive Assembly ....................................................................................................................... 33
1.7.6 Rasterization ..................................................................................................................................................... 34
1.7.7 Fragment Processing ......................................................................................................................................... 34
1.8 PROGRAMMABLE PIPELINES.................................................................................................................................... 34
1.9 PERFORMANCE CHARACTERISTICS .......................................................................................................................... 35
1.10 Display Technologies and Scan Conversion ........................................................................................................... 35
1.10.1 Random Scan Displays .................................................................................................................................... 35
1.10.2 Raster Scan Displays ....................................................................................................................................... 36
1.10.3 LCD and Modern Display Devices ................................................................................................................... 36
SUMMARY AND NOTES...................................................................................................................................................... 36
SUGGESTED READINGS ...................................................................................................................................................... 36
Exercises ............................................................................................................................................................................ 38
Chapter 2 GRAPHICS PROGRAMMING .............................................................................................................................. 39
2.1 THE SIERPINSKI GASKET ........................................................................................................................................... 39
2.2 PROGRAMMING TWO-DIMENSIONAL APPLICATIONS ............................................................................................ 41
2.3 THE OPENGL APPLICATION PROGRAMMING INTERFACE ........................................................................................ 43
2.3.1 Graphics Functions............................................................................................................................................ 43
2.3.2 The Graphics Pipeline and State Machines....................................................................................................... 45
2.3.3 The OpenGL Interface ....................................................................................................................................... 45
2.3.4 Coordinate Systems .......................................................................................................................................... 46
2.4 PRIMITIVES AND ATTRIBUTES .................................................................................................................................. 47
2.4.1 Polygon Basics ................................................................................................................................................... 48
2.4.2 Polygons in OpenGL .......................................................................................................................................... 50
2.4.3 Approximating a Sphere ................................................................................................................................... 50
2.4.4 Triangulation ..................................................................................................................................................... 52
2.4.5 Text ................................................................................................................................................................... 53
2.4.6 Curved Objects .................................................................................................................................................. 54
2.4.7 Attributes .......................................................................................................................................................... 54
2.5 COLOR ...................................................................................................................................................................... 55
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