A trip down the graphics pipeline: pixel coordinates
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A general overview of the classic rendering pipeline is given. An examination of some of the problems that come from the use of transformations in the graphics pipeline is initiated. Exemplary transformations to be used in succeeding articles are derived. It is shown that the obvious way to transform normalized device coordinates to pixel space is wrong. The nature of the pixel space is discussed.<<ETX>>
[1] James F. Blinn,et al. Texture and reflection in computer generated images , 1976, CACM.