Video Cards
  Home arrow Video Cards arrow Page 2 - The Graphics Pipeline
Dev Hardware Forums 
Computer Cases  
Computer Processors  
Computer Systems  
Digital Cameras  
Flat Panels  
Hardware Guides  
Hardware News  
Input Devices  
Memory  
Mobile Devices  
Motherboards  
Networking Hardware  
Opinions  
PC Cooling  
PC Gaming  
PC Speakers  
Peripherals  
Power Supply Units  
Software  
Sound Cards  
Storage Devices  
Tech Interviews  
User Experiences  
Video Cards  
Mobile Linux 
APP Generation ROI 
IBM® developerWorks 
Sun Developer Network 
Weekly Newsletter
 
Developer Updates  
Free Website Content 
 RSS  Articles
 RSS  Forums
 RSS  All Feeds
Write For Us Get Paid 
Request Media Kit
Contact Us 
Site Map 
Privacy Policy 
Support 
 USERNAME
 
 PASSWORD
 
 
  >>> SIGN UP!  
  Lost Password? 
VIDEO CARDS

The Graphics Pipeline
By: DMOS
  • Search For More Articles!
  • Disclaimer
  • Author Terms
  • Rating: 3 stars3 stars3 stars3 stars3 stars / 56
    2004-10-20

    Table of Contents:
  • The Graphics Pipeline
  • Pipelining in the GPU
  • The Illumination Stage
  • Making 3D into 2D

  • Rate this Article: Poor Best 
      ADD THIS ARTICLE TO:
      Del.ici.ous Digg
      Blink Simpy
      Google Spurl
      Y! MyWeb Furl
    Email Me Similar Content When Posted
    Add Developer Shed Article Feed To Your Site
    Email Article To Friend
    Print Version Of Article
    PDF Version Of Article
     
     
    ADVERTISEMENT


    The Graphics Pipeline - Pipelining in the GPU


    (Page 2 of 4 )

    In games or other renderings, each object in the scene started off as a separate 3D model created by someone. It has its own coordinate system and scale specific to that "part", and the whole part is rendered from every angle.  These parts are made up of triangles in general, since triangles can be described with three vertices, and only reside in one plane.  When a scene is generated, it needs to involve multiple parts, all placed within a "world" coordinate system, with a worldwide scale. That's the job of the game engine and where your CPU earns its money. 

    Stages in the Pipeline

    The first stage in the pipeline is transforming each object or part from its own space to the "world" one. This model transformation also involves scaling. While a car might have been drawn as big as a coffee table by the modeller, one is obviously going to be be bigger than the other in the game. This gives your basic frame for the scene, and includes everything. As of yet, the viewer himself hasn't been taken into account. Think of it as a "God" type view for now.

    The next stage is transferring everything to the perspective that the viewer will be looking from. This is called the "camera" angle, and involves another translation and transformation of the scene.  All the objects must be based on coordinates from the camera's point of view.  In order to move objects from that world space to the view space, they often have to be rotated (spinning on an axis), translated (shifting along an axis), or scaled (made bigger, smaller, or even stretched/shrunk along a certain axis).  Closer objects are going to be bigger than further ones for the obvious reasons. 

    After that is completed, it's time to reduce the amount of further work to be done by the video card. This stage is called "occlusion culling", and involves removing triangles that are hidden. There is no point in rendering something that is hidden behind a wall. As well, the triangles on the backside of an object can be left behind as well.  If you are on the same plane as our car again, and can only see the passenger side, there isn't much point in going through and rendering the driver's side, now is there? 

    This does have to be somewhat carefully done however. Sometimes there will be objects such as water, which are translucent. You can't throw away the model of a fish in a river if the surface of the water is clear.  For a stage that is often called "trivial rejection", there are some parts that are certainly less than just "trivial". 

    More Video Cards Articles
    More By DMOS


     

    VIDEO CARDS ARTICLES

    - HIS HD 2600 Pro
    - BFG 8800 GT OC
    - nVidia 8600 GT
    - 8500 GT Video Card
    - MSI NX8600 GT
    - Folding to Cure on the Edge with GPUs
    - PowerColor X1300 512MB GameFX
    - PowerColor X800 GTO 128MB 256-bit Video Card...
    - Intel Blurs GPU, Preparing for a Vista Vs. V...
    - Rosewill X800 XL
    - Physics Processing Unit
    - Sapphire X300SE
    - Inno3D GeForce 6200A
    - Video Card Overclocking
    - Chaintech SA6600G Video Card Review

     
    Best Practices for Windows Vista Migration Presentation
    Dell and Microsoft recently held a series of face-to-face seminars entitled, &qu....

     
    Creating a Culture for Code Reuse
    If you oversee development teams you know that like it or not proprietary and ex....

     
    Keys to Web Application Acceleration: Advances in Delivery Systems
    Accelerate Web apps by up to 5x. Ensure significantly faster access to the Web a....

     
    Optimizing Application Monitoring
    Tired of finding out from your customers that you're offline? This white paper e....

     
    Solaris to Solaris Migration -- Migrating applications from Sun SPARC to Dell PowerEdge R900
    This comprehensive Migration Guide reviews the approach that Principled Technolo....

     





    © 2003-2009 by Developer Shed. All rights reserved. DS Cluster 6 hosted by Hostway
    Stay green...Green IT