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319537-003US 参数 Datasheet PDF下载

319537-003US图片预览
型号: 319537-003US
PDF下载: 下载PDF文件 查看货源
内容描述: 英特尔系统控制器中心 [Intel System Controller Hub]
分类和应用: 控制器
文件页数/大小: 450 页 / 2593 K
品牌: INTEL [ INTEL ]
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Graphics, Video, and Display (D2:F0)  
9.1.3  
Vertex Processing  
Modern graphics processors perform two main procedures to generate 3-D graphics.  
First, vertex geometry information is transformed and lit to create a 2-D representation  
in the screen space. Those transformed and lit vertices are then processed to create  
display lists in memory. The pixel processor then rasterizes these display lists on a  
regional basis to create the final image.  
The Intel GMA 500 supports DMA data accesses from SDRAM. DMA accesses are  
controlled by a main scheduler and data sequencer engine. This engine coordinates the  
data and instruction flow for the vertex processing, pixel processing, and general  
purpose operations.  
Transform and lighting operations are performed by the vertex processing pipeline. A  
3-D object is usually expressed in terms of triangles, each of which is made up of three  
vertices defined by X–Y–Z coordinate space. The transform and lighting process is  
performed by processing data through the unified shader core. The results of this  
process are sent to the pixel processing function. The steps to transform and light a  
triangle or vertex are explained below.  
9.1.3.1  
Vertex Transform Stages  
Local space: Relative to the model itself (e.g., using the model centre at reference  
point). Prior to being placed into a scene with other objects.  
World space: Transform LOCAL to WORLD: This is needed to bring all objects in  
the scene together into a common coordinate system.  
Camera space: Transform WORLD to CAMERA (also called EYE): This is required  
to transform the world in order to align it with camera view. In OpenGL the local to  
world and world to camera transformation matrix is combined into one, called the  
ModelView matrix.  
Clip space: Transform CAMERA to CLIP: The projection matrix defines the viewing  
frustum onto which the scene will be projected. Projection can be orthographic, or  
perspective. Clip is used because clipping occurs in clip space.  
Perspective space: Transform CLIP to PERSPECTIVE: The perspective divide is  
basically what enables 3-D objects to be projected onto a 2-D space. A divide is  
necessary to represent distant objects as smaller on the screen. Coordinates in  
perspective space are called normalized device coordinates ([-1,1] in each axis).  
Screen space: Transform PERSPECTIVE to SCREEN: This is where 2-D screen  
coordinates are finally computed, by scaling and biasing the normalized device  
coordinates according to the required render resolution.  
9.1.3.2  
Lighting Stages  
Lighting is used to generate modifications to the base color and texture of vertices;  
examples of different types of lighting are:  
Ambient lighting is constant in all directions and the same color to all pixels of an  
object. Ambient lighting calculations are fast, but objects appear flat and  
unrealistic.  
Diffuse lighting takes into account the light direction relative to the normal vector  
of the object’s surface. Calculating diffuse lighting effects takes more time because  
the light changes for each object vertex, but objects appear shaded with more  
three-dimensional depth.  
Specular lighting identifies bright reflected highlights that occur when light hits an  
object surface and reflects back toward the camera. It is more intense than diffuse  
light and falls off more rapidly across the object surface. Although it takes longer to  
calculate specular lighting than diffuse lighting, it adds significant detail to the  
surface of some objects.  
Emissive lighting is light that is emitted by an object, such as a light bulb.  
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Datasheet