光栅图形
计算机科学
计算机图形学(图像)
矢量图形
OpenGL
代表(政治)
绘图
计算机图形学
混叠
管道(软件)
图形管道
章节(排版)
过程(计算)
人工智能
计算机视觉
三维计算机图形学
可视化
程序设计语言
滤波器(信号处理)
政治
政治学
法学
操作系统
作者
Karsten Lehn,Merijam Gotzes,Frank Klawonn
出处
期刊:Undergraduate topics in computer science
日期:2023-01-01
卷期号:: 211-285
标识
DOI:10.1007/978-3-031-28135-8_7
摘要
The representation of objects in the early stages of the computer graphics pipeline is based on the principles of vector graphics. This allows objects and scenes of objects to be transformed efficiently and without loss of detail. However, for display on common output devices, it is necessary to convert this vector-based representation into a raster graphic. This conversion process is referred to as rasterisation. This chapter compares the advantages and disadvantages of these representation types and presents algorithms for rasterisation. Furthermore, it explains the basic problems and important approaches to solving them that arise with rasterisation. When converting a vector graphic into a raster graphic, undesirable disturbances usually occur. These disturbances are called aliasing effects, which can be reduced by antialiasing methods. This chapter contains a detailed section on this topic. In particular, it shows which antialiasing methods are used in OpenGL.
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