16 Nov 2014

Rasterization viewport culling part five

1.  Rasterization
In the previous vertex processing stage, the vertices, which is usually represented in a float value, are not necessarily aligned with the pixel-grid of the display. The relationship of vertices, in term of primitives, are also not considered.


The substages of rasterization include viewport transform, clipping, perspective division, back-face culling, and scan conversion. The rasterizer is not programmable, but configurable via the directives.
1.1  Viewport Transform
Viewport
Viewport is a rectangular display area on the application window, which is measured in screen's coordinates (in pixels, with origin at the top-left corner). A viewport defines the size and shape of the display area to map the projected scene captured by the camera onto the application window. It may or may not occupy the entire screen.
In 3D graphics, a viewport is 3-dimensional to support z-ordering, which is needed for situations such as ordering of overlapping windows.

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