TAILIEUCHUNG - 3D Graphics with OpenGL ES and M3G- P10

3D Graphics with OpenGL ES and M3G- P10:Mobile phones are the new vehicle for bringing interactive graphics technologies to consumers. Graphics that in the 1980s was only seen in industrial flight simulators and at the turn of the millennium in desktop PCs and game consoles is now in the hands of billions of people. This book is about the technology underpinnings of mobile threedimensional graphics, the newest and most rapidly advancing area of computer graphics. | 74 LOW-LEVEL RENDERING CHAPTER 3 For each pixel within the primitive one or more fragments or samples of the geometry within the pixel are generated. The fragment contains the interpolated values which are used to texture map the fragment to blend it with previous values in the frame buffer and to subject it to various tests such as the depth test to determine visibility. If the fragment passes the tests it is finally stored into the frame buffer. Determining which pixels a primitive should cover is not trivial. For example when rasterizing the area covered by two adjacent triangles each pixel needs to be rasterized exactly once that is no gaps may appear nor may the neighboring triangles draw twice any of the edge pixels. After the rasterization has been prepared traditional 3D pipelines that do not support floating-point values in the frame buffer may perform all the remaining steps of rasterization and pixel processing using fixed-point . integer arithmetic. Color values for example can be expressed in a few bits for example 8 bits per channel. How many bits are needed to express and interpolate screen coordinates depends on the size of the display. For example if the width and height of the display are at most 512 pixels 9 bits are enough to store the x and y pixel coordinates. Some additional decimal bits are needed to maintain sub-pixel accuracy as otherwise slowly moving objects would produce jerky motion. Being able to convert floating-point values to fixed point means that software rasterization on devices without floating-point hardware remains feasible and even if the rasterization uses specialized hardware that hardware is simpler using less silicon and also less power. Below we will first describe texture mapping then we study the ways to interpolate the vertex values across the primitive we deal with fog and finally take a look at antialiasing. The images on the bottom row of Figure illustrate basic texture mapping on a sphere and .

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