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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