Introduction to terminology for GPU rasterization and geometry stages

The GPU pipeline is mainly divided into two phases: geometric phase and rasterization phase

Geometric stage

Vertex shader -> tessellation shader (optional) -----> geometry shader (optional) -----> crop -> screen map

The vertex shader The first stage of the pipeline, where the input is from the CPU, the basic unit of processing is a single vertex, and the vertex shader is called once for each vertex input.

The main work is: coordinate transformation (such as changing the vertex position to simulate water surface, fabric, etc.) and vertex-by-vertex lighting, and output the data needed in the subsequent stage (the common output path is rasterized and sent to the fragment shader for processing).

Surface shader An optional shader for subdividing elements.

Geometry Shader Used to perform element-by-element operations or to generate more primitives

Clipping Clips off vertices that are not in the camera's field of view, and removes patches from some of the triangle's pixels (mainly dealing with elements that are outside the field of view in another part of the field of view.

The screen map converts the x and y coordinates of each primitive to the screen coordinate system (two-dimensional coordinate system, which has a lot to do with the screen resolution)

Introduction to terminology for GPU rasterization and geometry stages

Rasterization stage

Triangle Settings -> Triangle Traversal -----> Fragment Shaders (optional) -> Fragmentary Element Operations -> Screen Images

Triangle Settings This stage computes the information needed to rasterize a triangular mesh. Specifically, the output from the previous stage is the vertices of the triangle mesh, that is, the two endpoints of each edge of the triangle mesh. But if we want to get the pixel coverage of the entire triangle mesh, we must calculate the pixel coordinates on each side. In order to be able to calculate the coordinate information of the boundary pixels, we need to get the representation of the triangle boundary. This is the process of calculating a triangular mesh representation of data.

Triangle traversal This stage checks if each pixel is covered by a triangle mesh, and if it is overwritten it will generate a fragment. This stage will determine which pixels a triangle mesh covers, based on the results of the previous stage, and use the information of the three vertices of the triangle mesh to interpolate the pixels in the coverage area. This stage will output a fragment sequence.

Fragment shader As the name implies, each pixel is shaded. This stage can be programmed by the developer to achieve some rendering effects and complete many important rendering techniques, such as texture sampling. Fragment shaders can only affect a single fragment.

Fragment-by-element operations Also known as output consolidation stages in DriectX.
main mission:
1) Determine the visibility of each fragment. Such as depth testing, template testing.
2) If a fragment passes all the tests, it needs to merge the color values ​​of this fragment with the colors already stored in the color buffer, or mix.
Process: Fragment -> Template Test -> Depth Test -> Mix -> Color Buffer.

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There are five types of main board power line interface, and different external devices correspond to different interfaces. Different interfaces and their connecting pins are also different. For example, the pin of the main power supply is 24 pins, and the hard disk drive is 5 pins.

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