3d computer graphics theory based on (a)

The book is recommended by the teacher Liu Peng translation of that book, called "Computer Graphics - based 3d graphics development technology."

1.1 game production process

1.GPU, a graphics processing unit, processor focused graphical content is the core of an interactive graphics. Programmable hardware can be divided into stages and phases.
2. The game production process: modeling - animation - rendering
3. Common modeling game plan: polygon mesh

1.2 polygon mesh

1. General triangular and square
2. polygon: should be a convex polygon (the complement graph) , and having coplanarity - triangle can be considered as the simplest polygon.
3. To improve the resolution of the graphics, can be further broken down operation of the polygon mesh.

1.2.1 polygon mesh representation

1.n a triangle mesh, there are 3n vertices, which is input to the vertex buffer, forming a triangle list (adjacent triangles share a vertex, there is redundant vertex buffer)
2. indexed triangle list: will not be repeated each vertex of the input buffer, and to the corresponding reference numerals are given to the vertices of a triangle in the three reference index buffer. (After FIG complement)
3. The index buffer formats may be defined as 16 or 32-bit unsigned integer, which can save power of 2 16/32 vertices.
4. independently of each vertex by vertex conversion processing stages of the GPU, and is stored in the conversion buffer, if the buffer when the deletion process needs vertex embodiment, or simply get out of the buffer
5. The buffer miss rate average (ACMR ): the average number of vertices of each triangle being processed is referred to as the average buffer miss rate. - This indicator is used to measure the performance of rendering
ACMR = 3, ACMR = 0.5 ~ 1 6. Under normal circumstances the worst case.
7. A closed mesh, the number of triangles is 2 times the number of vertices, if it is converted. the storage area is large enough, no need to repeat the vertex process, the n-= ACMR / 2N = 0.5
8.ACMR triangles depending transmitted to the order of the GPU, a high local features (there are as many vertices between triangles overlap) ratio of a processing procedure low local features (little triangle vertex coincidence) efficient processing order. (After FIG complement)

1.2.2 Triangle representation

1 consists of a series of adjacent triangles (the complement graph) , joined together at the time of processing a triangle, a triangle need to process the first three vertices, each of the next process requires only a triangle vertex
2. if n triangle vertex processing is required: 3+ (n-1) = n + 2 - ACMR = n + 2 / n ( where n goes to infinity when, ACMR close to 1)

1.2.3 surface normal

1. When performing illumination simulation need to use the surface normal.
2. polygon mesh vertices can be regarded as a smooth surface vertex data after sampling. (Approx.) -> vertex normals can be given directly to discover that the vertex normals at approximately smooth surface sample points.
3. The common vertex triangle mean calculation needs to be performed:

Importing and exporting 1.3 model

1. To address the data output format and run the game program does not match the problem, plug-ins and scripts can be taken to implement the mechanism.
2. Plug: can interoperate with the main program, thereby providing the main program can not support the feature set.
3. script: to be implemented by way of explanation, and executed by the main program. - Most graphics packages offer its own scripting language. (Slower, but easy to code, optimized access main routine)
4. primitives can be divided into geometric primitives (points, lines, polygons, curves and surfaces, can be rendered as an independent entity), and an image raster primitives [ Primitive】

1.4 Coordinate System

Comprising a left-hand rule coordinate system (LHS) and right-hand rule 1. Cartesian proposed (RHS) (after FIG complement)
2. If the RHS-based toolkit generating polygonal mesh introduced LHS package, are often required to re-build mold (can be divided into 2 steps)
3. step: adjusting vertex order <p1, p2, p3> - > <p1, p3, p2> [a first fixed point, points 2 and 3] interchanged
second step: z coordinates and the view parameter set to the inverse of the object (the complement graph)

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Origin www.cnblogs.com/katy0308/p/11532835.html