[Lecture Notes] Rasterization Pipeline

Devin Z
4 min readApr 16, 2024

CMU 15–462: Introduction to Computer Graphics (Fall 2020)

Coyote Hills Regional Park, March 24, 2024

Here are my notes taken from the video lectures of CMU 15–462: Introduction to Computer Graphics (fall 2020) ¹.

Drawing a Triangle

  • Rasterization: for each primitive (i.e. triangle), which pixels to light up?
    - Extremely fast, but hard to achieve photorealism.
  • Ray tracing: for each pixel, which primitives are seen?
    - Generally slow, but easier to get photorealism.
  • Rough sketch of a rasterization pipeline:
    - Position objects in the world (3D transformations).
    - Project objects onto the screen (perspective projection).
    - Sample triangle coverage (rasterization).
    - Interpolate triangle attributes at covered samples (barycentric coordinates).
    - Sample texture maps or evaluate shaders (mipmapping).
    - Combine samples into the final image (depth and transparency).
  • Computing triangle coverage:
    - Input: projected positions of the triangle vertices.
    - Output: a set of pixels covered by the triangle.
    - Real scenes are complicated due to occlusion and transparency.
    - Instead of doing exact computation, we resort to sampling and reconstruction.
  • Aliasing: high frequencies in the original signal masquerade as low frequencies after reconstruction due to undersampling.
  • Supersampling: take multiple samples per pixel and calculate average coverage.
  • Coarse-to-fine work in real graphics pipelines:
    - Check if large blocks intersect the triangle for early-in and early-out.
    - Test individual samples in the intersected blocks in parallel.

Spatial Transformations

  • A transformation is characterized by the invariants it preserves.
  • Orthogonal transformations preserve the origin and distances.
    - The inverse of the transformation is the transpose.
    - It represents either a rotation, where the orientation is preserved …
    - … or a reflection, where the orientation is reversed.
  • The spectral theorem indicates that a symmetric matrix performs a (non-uniform) scaling along some set of orthogonal axes.
  • Polar decomposition decomposes a matrix into
    - an orthogonal matrix Q (i.e. rotation or reflection), and
    - a symmetric positive-semidefinite matrix P (i.e. scaling).
  • An affine transformation (e.g. translation) in 2D can be represented by a linear transformation (e.g. shear) in 3D.
    - A point has a non-zero homogeneous coordinate.
    - A vector has a zero homogeneous coordinate.
  • A scene graph stores relative transformation in a directed graph.

3D Rotations and Complex Representations

  • 2D rotations commute, but 3D rotations don’t.
  • Imaginary unit is just a quarter-turn in the counter-clockwise direction.
  • Complex multiplication amounts to angle addition and magnitude multiplication.
  • A quaternion is a pair of a scalar and a vector.
    - It easily represents a rotation around an axis by some angle.
  • Quaternions enable spherical linear interpolation (SLERP).
Spherical Linear Interpolation
  • Complex numbers are natural language for conformal (angle-preserving) maps.

Perspective Projection and Texture Mapping

  • View frustum is the region the camera can see.
    - Clipping eliminates primitives outside the view frustum.
    - Near/far clipping is important for keeping finite-precision depth values accurate (z-fighting).
    - The frustum is then (linearly) transformed into a unit cube.
  • 3D linear interpolation:
    - Find the affine function passing the vertices of the triangle.
    - Alternatively, calculate the barycentric coordinates.
  • Texture coordinates define a mapping from surface coordinates to points in texture domain.
  • Texture aliasing happens when a single pixel on the screen covers many pixels of the texture.
    - For magnification, just need to interpolate the value at the screen pixel center (via bilinear interpolation).
    - For minification, need to calculate the average among neighboring texture pixels.
  • MIP map: store pre-filtered image at every possible scale, and look up each screen pixel from the appropriate level.
    - The nearest integral level is calculated based on du/dx, dv/dx, du/dy, dv/dy.
    - We further interpolate the value from the two neighboring integral levels (trilinear interpolation).
    - For anisotropic filtering, it takes a further interpolation.

Depth and Transparency

  • For each sample, the depth-buffer (a.k.a. z-buffer) stores the depth of the closest triangle seen so far.
    - Depth is interpolated using barycentric coordinates.
    - This doesn’t depend on the processing order of the primitives.
  • Opacity is represented as the value alpha.
  • Pre-multiplied alpha is closed under composition of the over operation.
Pre-multiplied Alpha
  • Combine depth and transparency:
    - First process fully opaque primitives (with depth tests) in any order.
    - Then process uncovered semi-transparent primitives from back to front.
  • GPUs are heterogeneous multi-core processors with fixed functions for rasterization.
    - Recent GPUs (Nvidia RTX) have rendering functions baked in.

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