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Rasterization
| Content Provider | Scilit |
|---|---|
| Author | Han, Junghyun |
| Copyright Year | 2011 |
| Description | The vertices processed by the vertex program enter a hard-wired stage. First of all, they are assembled to build primitives such as triangles, using the connectivity information that accompanies the input stream of vertices. (Not only a triangle but also a line segment or a point can be a primitive. A primitive is processed as an independent entity in the rendering pipeline.) Each primitive is further processed to determine its 2D form appearing on the screen, and is rasterized into a set of fragments. The per-vertex data such as the vertex normals are interpolated across each primitive, and each fragment is assigned the interpolated data. The hard-wired stage is generally named primitive assembly and rasterization. Direct3D simply calls this stage rasterization or rasterizer, and this book follows it just for the sake of simplicity. Book Name: 3D Graphics for Game Programming |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2009-0-10717-X&isbn=9780429192050&doi=10.1201/9781439827383-8&format=pdf |
| Ending Page | 99 |
| Page Count | 36 |
| Starting Page | 64 |
| DOI | 10.1201/9781439827383-8 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2011-02-17 |
| Access Restriction | Open |
| Subject Keyword | Book Name: 3d Graphics for Game Programming Software Engineering Primitive Vertex Interpolated Hard Wired Stage |
| Content Type | Text |
| Resource Type | Chapter |