笔记:OpenGL SuperBible - Intro

本文深入探讨了OpenGL图形管道的工作原理,包括其如何通过流水线和并行处理实现现代GPU的高性能渲染。重点介绍了GPU中可编程的着色器核心和固定功能阶段的区别,以及OpenGL如何在应用程序和底层图形子系统之间提供抽象层。同时,解释了基本渲染单位(如点、线、三角形)和关键组件(如栅格化器)的作用。

Intro:

  • graphic pipeline and OpenGL
  • OpenGL history (origin & evolution)
  • fundamental concepts

OpenGL is an interface that your application can use to access and controlthe graphics subsystem of the device upon which it runs. 


Metaphor: production line

Just as a car plant can build multiple cars simultaneously, so can OpenGL break up the work you give it and work on its fundamental elements in parallel. Through a combination of pipelining and parallelism, incredible performance of modern graphics processors is realized.

The goal of OpenGL is to provide an abstraction layer between your application and the underlying graphics subsystem.

Current GPUs consist of large number of small programmable processors called shader cores which run mini-programs called shaders


boxes with rounded corners are considered fixed-function stages whereas theboxes with square corners are programmable, which means that they execute shaders that you supply. 



Primitive: Fundamental unit of rendering. 3 basic renderable primitive types: points, lines, triangles(convex).

Rasterizer: converts the 3D representation of a triangle into a series of pixels that need to be drawnonto the screen. 

Vertex: a point within a coordinate space.

Graphic pipeline: 2 parts: 

First, front end: processes vertices and primitives, eventually forming them into points, lines and triangles, that will be handed off to rasteriser. (Primitive assembly)

After rasteriser, geometry converted from vector to pixels. These are handed off to back endwhich includes depth and stencil testing, fragment shading, blending, and updating the output image. 


reference: OpenGL Superbible 6th

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