The document discusses 2D and 3D rendering pipelines. It describes techniques for clipping geometric primitives to a viewing window, including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping. It also covers viewport transformation to map from screen to image coordinates, and scan conversion algorithms to determine which pixels are inside primitives like triangles and polygons.
3. 3D Rendering Pipeline Model Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation Scan Conversion 3D Primitives Image 3D Modeling Coordinates 3D World Coordinates 3D World Coordinates 3D Viewing Coordinates 2D Projection Coordinates 2D Projection Coordinates 2D Device Coordinates 2D Device Coordinates
4. 3D Rendering Pipeline Model Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation Scan Conversion 3D Primitives Image 3D Modeling Coordinates 3D World Coordinates 3D World Coordinates 3D Viewing Coordinates 2D Projection Coordinates 2D Projection Coordinates 2D Device Coordinates 2D Device Coordinates
5. 2D Rendering Pipeline 3D Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives residing outside window Transform the clipped primitives from screen to image coordinates Fill pixel representing primitives in screen coordinates 2D Primitives
6. 2D Rendering Pipeline 3D Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives residing outside window Transform the clipped primitives from screen to image coordinates Fill pixel representing primitives in screen coordinates 2D Primitives
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48. 2D Rendering Pipeline 3D Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives residing outside window Transform the clipped primitives from screen to image coordinates Fill pixel representing primitives in screen coordinates 2D Primitives
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52. 2D Rendering Pipeline 3D Primitives Clipping Viewport Transformation Scan Conversion Image Clip portions of geometric primitives residing outside window Transform the clipped primitives from screen to image coordinates Fill pixel representing primitives in screen coordinates 2D Primitives
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61. Summary of Transformation P(x, y, z) Viewing Transformation Projection Transformation Window-to-Viewport Transformation P(x, y) Modeling Transformation 3D Object Coordinates 3D World Coordinates 3D Viewing Coordinates 2D Projection Coordinates 2D Device Coordinates