In this lecture, we take a close look at the geometry stage of the graphics pipeline: transformations, homogeneous coordinates, the OpenGL lighting model, primitive assembly, clipping, and culling. We also look at ways to save computation and bandwidth: vertex arrays, vertex caches, and geometry compression. [Note: This lecture spills over into the "rasterization" lecture.]
Really liked the explanation of the signed area dividing by 2, cross product, parallelogram area. My last comment I promise. Thanks for the video.
LAnonHubbard 5 months ago
At 1:03:14 they're discussing how the triangle strip works with preserving the winding of the triangles. Wikipedia on "Triangle Strip" says "GL_TRIANGLE_STRIP Draws a series of triangles (three-sided polygons) using vertices v0, v1, v2, then v2, v1, v3 (note the order), then v2, v3, v4, and so on. The ordering is to ensure that the triangles are all drawn with the same orientation so that the strip can correctly form part of a surface."
LAnonHubbard 5 months ago
The slide visible at 10:15 says affine (3x3) includes translation. Assuming we're talking about 3D points, I thought you need a 4x4 matrix to include translation?
LAnonHubbard 5 months ago
this video should really have a better title. but at least it has an exact description ;]
noisygrass 1 year ago