發布於 2015-04-10
觀看次數: 455
  • 00:00 1.
    3D Graphics Pipelinein-depth and Applications
  • 01:04 2.
    Rasterization and Hidden Surface Removal
  • 00:03 3.
    Conventional 3D Graphics Pipeline
  • 01:25 4.
    Primitives
  • 02:53 5.
    Primitives
  • 00:32 6.
    Triangles
  • 00:34 7.
    Triangles
  • 00:20 8.
    Triangles
  • 02:16 9.
    Application of Triangle Primitives
  • 00:54 10.
    2D vs. 3D Primitives
  • 02:47 11.
    Implementation Consideration
  • 00:57 12.
    Rasterization
  • 01:02 13.
    Scan Converting Lines
  • 00:55 14.
    Scan Converting Lines
  • 00:13 15.
    Scan Converting Lines
  • 00:00 16.
    Scan Converting Lines
  • 00:46 17.
    Scan Converting Lines
  • 01:41 18.
    Scan Converting Lines
  • 04:07 19.
    Scan Converting Lines
  • 02:34 20.
    Scan Converting Lines
  • 02:50 21.
    Scan Converting Lines
  • 01:03 22.
    Scan Converting Lines
  • 00:08 23.
    Scan Converting Lines
  • 01:51 24.
    Scan Converting Lines
  • 00:01 25.
    Scan Converting Lines
  • 00:32 26.
    Scan Converting Lines
  • 02:44 27.
    Scan Converting Lines
  • 06:44 28.
    Scan Converting Lines
  • 06:29 29.
    Issues on Scan Converting Lines
  • 00:06 30.
    Triangle Rasterization
  • 00:28 31.
    Triangle Rasterizaion
  • 00:01 32.
    Triangle Rasterization
  • 00:10 33.
    Triangle Rasterizaion
  • 02:45 34.
    Triangle Rasterization
  • 01:41 35.
    Triangle Rasterization Rule
  • 02:49 36.
    Triangle Rasterization Rule
  • 00:58 37.
    Triangle Rasterization Rule
  • 03:49 38.
    Triangle Rasterization Rule
  • 05:02 39.
    Triangle Rasterization Rule
  • 01:12 40.
    Attribute Derivation inside a Triangle
  • 03:51 41.
    Attribute Derivation
  • 01:44 42.
    Attribute Derivation
  • 00:00 43.
    Attribute Derivation
  • 00:31 44.
    Attribute Derivation
  • 00:25 45.
    Attribute Derivation
  • 00:02 46.
    Attribute Derivation
  • 00:06 47.
    Attribute Derivation
  • 01:49 48.
    Attribute Derivation
  • 00:01 49.
    Attribute Derivation
  • 04:16 50.
    Attribute Derivation
  • 00:47 51.
    Attribute Derivation
  • 00:22 52.
    Setup for Coordinate Rasterization
  • 00:06 53.
    Screen Coordinate Setup
  • 02:44 54.
    Screen Coordinate Setup
  • 00:14 55.
    Screen Coordinate Setup
  • 01:16 56.
    Screen Coordinate Setup
  • 01:03 57.
    Screen Coordinate Setup
  • 00:07 58.
    Conventional 3D Graphics Pipeline
  • 00:29 59.
    Conventional 3D Graphics Pipeline
  • 02:13 60.
    Objectives of Hidden Surface Removal
  • 01:45 61.
    Depth Cue
  • 00:25 62.
    Depth Cue
  • 08:12 63.
    Back-Face Culling
  • 00:57 64.
    Back-Face Culling
  • 01:35 65.
    Back-Face Culling
  • 01:35 66.
    Back-Face Culling
  • 00:33 67.
    Back-Face Culling
  • 01:43 68.
    Back-Face Culling
  • 00:28 69.
    Display Order
  • 01:44 70.
    Z-Buffer Algorithm
  • 01:34 71.
    Z-Buffer Algorithm
  • 03:10 72.
    Z-Buffer Algorithm
  • 00:01 73.
    Q&A
  • 02:10 74.
    Z-Buffer Algorithm
  • 00:01 75.
    Q&A
  • Index
  • Note
  • Discuss
  • Fullscreen
Introduction to Computer Graphics
1:54:59, 發布於 2015-04-10 by 簡韶逸