ELSA Victory Erazor LT, Erazor II user manual Geometrical transformation, Rendering

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14All about graphics

Geometrical transformation

This part of the 3D pipeline is very processor-intensive, as all the calculations for the 3D scene are carried out at this stage. Described in simple terms, it comprises the following steps:

KIllumination–The illumination of the scene by different light sources is calculated.

KTransformation–In transformation, the objects are aligned in perspective as seen from the observer's point of view.

KBack face culling–This process computes hidden surfaces resulting from the observation perspective chosen. Any object having an invisible front surface is omitted.

K3D clipping–In this process, each polygon is checked to determine whether it is partially or fully invisible. The invisible faces or parts of objects will be removed.

KScaling on the screen – The above steps are now calculated for three-dimen- sional space using normalized coordinates. The on-screen image coordinates will only now be computed.

Rendering

At this stage, the 3D scene is filled with color shades and textures are applied. Different processes and methods are also applied here.

KTexture mapping – At this stage, the 3D object undergoes a sort of "face lift". The materials and textures are assigned. Different methods are used here to make the textures appear realistic, even when enlarged or reduced. As a first step, the tex- tures are computed:

Point sampling is the simplest method. A pixel-by-pixel comparison is made between the texture template and the surface to be filled. This method leads to a very coarse representation, especially when enlarged.

In linear mapping, a new color value is interpolated from the adjacent pixels (or texels) of a texture. This gives better results than point sampling, as the hard boundary between the coarse pixels is blurred.

The MIP mapping method stores a large number of enlargement stages for the texture. The depth information of a primitive is then used to determine which enlargement stages of the texture will be used in drawing. Normal textures sel- dom contain more than 256 colors.

The first 15 bits of a 16-bit wide color representation are reserved for the colors (5/5/5 > R/G/B). Information concerning the transparency of the texture is car- ried in the alpha channel. The last bit is reserved for this information. Finally, a distinction is made in MIP mapping between bilinear and trilinear filtering. Bilin- ear filtering interpolates between two pixels of two textures, trilinear filtering interpolates between four pixels for each of two textures.

ELSA ERAZOR II and ELSA VICTORY Erazor LT

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Contents Elsa Erazortm Elsa Inc SonnenwegAachen GermanyPreface About this ManualChanges to this Manual Thank you for placing your trust in this Elsa productBefore you continue Contents Glossary Index Introduction Look at the Erazor II and Victory Erazor LTWhats In the Box? Highlights of the Erazor Graphics BoardsWhat Hardware Do I Need? CE and FCC CE Conformity and FCC Radiation StandardDeclaration of Conformity Introduction Elsa Erazor II and Elsa Victory Erazor LT After Installing the Drivers What is Possible?Its Time to Get Moving Colors HighColor TrueColorResolution What Makes Sense?More pixels means more fun Monitor Typical Minimum Maximum ErgonomicWindows 95 and Windows Changing the resolutionClick on Start, then select Settings E Control Panel Here you should click on the Settings tab Choosing the monitorElsa Erazor II and Elsa Victory Erazor LT Windows NT Use the command sequenceStart E Settings E Control Panel Useful Stuff and More Multimedia PlayerFine-Tuning for Performance Freaks Turn Settings E Advanced... E 3D SettingsAll about graphics 3D Graphics Representation3D Pipeline Start The object dataGeometrical transformation RenderingFrame buffer Flipping Display on the monitorDirect 3D 3D InterfacesWhat APIs Are Available? Immediate Mode and Retained Mode OpenGLColor Palettes, TrueColor and Gray Scales DirectColorHighColor and RealColor BppThere are various standards DDC1, DDC2B, and DDC2AB Vesa DDC Display Data ChannelTrueColor DDC2AB Technical Data Characteristics of the Graphics BoardsAddress Assignment of the Erazor II O addressesConnection Signal Ports on the Graphics BoardVGA D-Shell Socket Pin AssignmentAppendix Advice and HelpName and version of the application program with the error Who to Contact? Elsa Japan Inc Driver Updates Repair?Elsa LocalWeb DoC-Declaration of Conformity Appendix Elsa Erazor II and Elsa Victory Erazor LT Warranty Conditions Warranty CoverageWarranty Period Warranty ProcedureOperating Mistakes Additional RegulationsAppendix Elsa Erazor II and Elsa Victory Erazor LT 3D Three-dimensional GlossaryFlipping The image generated in the back buffer is displayed Phong shading Shading Pixel Picture element. Dot in the imageAre calculated by interpolating the normal vec- tor Index 15, 3218, 19