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Whats Hardwired - Interactive 3D Graphics

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    One way to think about this problem is the inverse. Which of these processes
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    normally is done by a programmable shader? The illumination model is evaluated
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    at the vertex or shader level. Similarly, the vertex shader performs model view
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    transforms as well as perspective, though not the perspective divide. The
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    Z-buffer is hardwired in. As this is a speed critical piece that is used by
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    most 3D applications. It's evaluated outside of the fragment shader. Image
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    post-processing, such as color correction and so on, is something that can be
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    done in the fragment shader. Typically by rendering a full screen quadrilateral
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    to drive the computations. Rasterization happens in between vertex and fragment
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    shading, so it's performed by dedicated hardware. It's what generates the
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    fragments for the fragment shader to process. Clipping is also hardwired and
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    happens just after the vertex shader and before rasterization itself. The
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    vertex shader outputs vertex locations and clipping space for this hardware to
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    process.
Title:
Whats Hardwired - Interactive 3D Graphics
Video Language:
English
Team:
Udacity
Project:
CS291 - Intro to 3D Computer Graphics
Duration:
0:57
Udacity Robot edited English subtitles for Whats Hardwired - Interactive 3D Graphics
Cogi-Admin added a translation

English subtitles

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