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Computer Graphics Fundamentals Print

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How images are produced.

WHAT THE RASTERISATION PIPELINE DOES

Transforms geometry into screen space Determines which pixels each triangle covers Computes a colour for each Resolves visibility between overlapping surfaces

WHAT A VERTEX SHADER DOES

Transforms each vertex, typically into screen coordinates.

WHAT A FRAGMENT SHADER DOES

Computes the colour of each covered pixel.

WHAT THE DEPTH BUFFER DOES

Records depth per pixel, so nearer surfaces occlude farther ones.

WHAT RAY TRACING DOES INSTEAD

Traces rays from the camera into the scene, computing what they strike.

WHAT IT PROVIDES

Physically accurate reflection, refraction and shadows.

WHAT IT COSTS

Far more computation.

WHAT MODERN HARDWARE PROVIDES

Acceleration for parts of it, enabling hybrid approaches.

WHAT PHYSICALLY BASED RENDERING MEANS

Material models derived from how light actually behaves.

WHY IT MATTERS

Materials look correct under any lighting, rather than being tuned per scene.

WHAT DOMINATES PERFORMANCE

Overdraw, texture bandwidth, and the number of separate draw calls.

WHAT TO MEASURE

Frame time, not frame rate.

WHY

Frame time is linear and reveals variance; frame rate conceals it.


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