6. Les Modeling transforms font le changement de repère (world space) Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Object space World space
10. La position de visualisation est transformé selon l'origine & et sa direction est orienté selon l'axe (en général z ) Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Eye space World space
16. Chaque étape du pipeline est un forme de transformation Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display
17.
18. Systèmes de Coordonnées Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Object space World space Eye Space / Camera Space Clip Space (NDC) Screen Space
20. Matériel - GPU OpenGL (vertex) buffer object GPU command processor vertex puller hardware rendering pipeline CPU CPU writes of command + vertex indices vertex array GPU DMA transfer of command data application (client) memory memory reads CPU GPU DMA transfer of vertex data—CPU never reads data command queue