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Per-vertex lighting : ウィキペディア英語版
Graphics pipeline
In 3D computer graphics, the graphics pipeline or rendering pipeline refers to the sequence of steps used to create a 2D raster representation of a 3D scene.〔(【引用サイトリンク】title=Graphics Pipeline )〕 Plainly speaking, once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer displays.〔(【引用サイトリンク】title=Lecture: Graphics pipeline )〕 In the early history of 3D computer graphics, fixed purpose hardware was used to speed up the steps of the pipeline through a fixed-function pipeline. Later, the hardware evolved, becoming more general purpose, allowing greater flexibility in graphics rendering as well as more generalized hardware, and allowing the same generalized hardware to perform not only different steps of the pipeline, like in fixed purpose hardware, but even in limited forms of general purpose computing. As the hardware evolved, so did the graphics pipelines, the OpenGL, and DirectX pipelines, but the general concept of the pipeline remains the same.
==Concept==

The 3D pipeline usually refers to the most common form of computer 3D rendering, 3D polygon rendering, distinct from raytracing, and raycasting. In particular, 3D polygon rendering is similar to raycasting. In raycasting, a ray originates at the point where the camera resides, if that ray hits a surface, then the color and lighting of the point on the surface where the ray hit is calculated. In 3D polygon rendering the reverse happens, the area that is in view of the camera is calculated, and then rays are created from every part of every surface in view of the camera and traced back to the camera.〔http://www.cs.virginia.edu/~gfx/Courses/2012/IntroGraphics/lectures/13-Pipeline.pdf〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Graphics pipeline」の詳細全文を読む



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