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CS 354 Blending, Compositing, Anti-aliasing

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CS 354 Computer Graphics

University of Texas, Austin

February 14, 2012

Published in: Technology, Art & Photos

CS 354 Blending, Compositing, Anti-aliasing

  1. 1. CS 354 Blending, Compositing, Anti-aliasing Mark Kilgard University of Texas February 14, 2012
  2. 2. Today’s material <ul><li>In-class quiz </li></ul><ul><li>Lecture topic: blending, compositing, anti-aliasing </li></ul><ul><ul><li>How are colors combined </li></ul></ul><ul><ul><li>How do we minimize color sampling artifacts </li></ul></ul><ul><li>Assignment </li></ul><ul><ul><li>Reading </li></ul></ul><ul><ul><ul><li>Chapter 7, pages 404-420 </li></ul></ul></ul><ul><ul><li>You should be working on Project #1 </li></ul></ul><ul><ul><ul><li>Due Tuesday, February 21 </li></ul></ul></ul>
  3. 3. Administrative <ul><li>Homework #2 solution available </li></ul><ul><ul><li>http://www.cs.utexas.edu/~mjk/teaching/cs354_s12/hw2answers.pdf </li></ul></ul><ul><ul><li>Homework #2 grading </li></ul></ul><ul><ul><ul><li>Points possible: 39 (100%) </li></ul></ul></ul><ul><ul><ul><li>Average, excluding zeros: 33 (82%) </li></ul></ul></ul><ul><li>Quiz feedback continuing </li></ul><ul><ul><li>Look on piazza </li></ul></ul>
  4. 4. My Office Hours <ul><li>Tuesday, before class </li></ul><ul><ul><li>Painter (PAI) 5.35 </li></ul></ul><ul><ul><li>8:45 a.m. to 9:15 </li></ul></ul><ul><li>Thursday, after class </li></ul><ul><ul><li>ACE 6.302 </li></ul></ul><ul><ul><li>11:00 a.m. to 12:00 </li></ul></ul>
  5. 5. Last time, this time <ul><li>Last lecture, we discussed </li></ul><ul><ul><li>How do we look at objects </li></ul></ul><ul><ul><li>How do we represent objects for interactive rendering </li></ul></ul><ul><li>This lecture </li></ul><ul><ul><li>Object representation </li></ul></ul><ul><ul><li>Blending colors </li></ul></ul><ul><ul><li>Compositing images </li></ul></ul><ul><ul><li>Anti-aliasing images </li></ul></ul>
  6. 6. Daily Quiz <ul><li>Multiple choice: Which of these vectors is NOT an input vector parameter to the “look at” view transform: a) frustum vector a) eye vector b) at vector c) up vector </li></ul><ul><li>Multiple choice: The OpenGL convention (assuming only positive saling factors) for eye space has the eye looking down this axis direction: a) positive X b) negative X c) positive Y d) negative Y e) positive Z f) negative Z </li></ul><ul><li>Multiple choice: The 4x4 matrix generated by the “look at” transform is, in its general form , a: a) an identity matrix b) an affine matrix c) a projective matrix </li></ul><ul><li>On a sheet of paper </li></ul><ul><li>Write your EID, name, and date </li></ul><ul><li>Write #1, #2, #3, followed by its answer </li></ul>
  7. 7. Representing Objects <ul><li>Interested in object’s boundary (or manifold) </li></ul><ul><li>Various approaches </li></ul><ul><ul><li>Procedural representations </li></ul></ul><ul><ul><ul><li>Often fractal </li></ul></ul></ul><ul><ul><li>Explicit polygon (triangle) meshes </li></ul></ul><ul><ul><ul><li>By far, the most popular method </li></ul></ul></ul><ul><ul><li>Curved surface patches </li></ul></ul><ul><ul><ul><li>Often displacement mapped </li></ul></ul></ul><ul><ul><li>Implicit representation </li></ul></ul><ul><ul><ul><li>Blobby, volumetric </li></ul></ul></ul>Sierpinski gasket Utah Teapot Blobby modeling in RenderMan Quake 2 key frame triangle meshes Fractal tree [Philip Winston]
  8. 8. Focus on Triangle Meshes <ul><li>Easiest approach to representing object boundaries </li></ul><ul><li>So what is a mesh and how should it be stored? </li></ul><ul><ul><li>Simplest view </li></ul></ul><ul><ul><ul><li>A set of triangles, each with its “own” 3 vertices </li></ul></ul></ul><ul><ul><ul><ul><li>Essentially “triangle soup” </li></ul></ul></ul></ul><ul><ul><ul><li>Yet triangles in meshes share edges by design </li></ul></ul></ul><ul><ul><ul><ul><li>Sharing edges implies sharing vertices </li></ul></ul></ul></ul><ul><ul><li>More sophisticated view </li></ul></ul><ul><ul><ul><li>Store single set of unique vertexes in array </li></ul></ul></ul><ul><ul><ul><li>Then each primitive (triangle) specifies 3 indices into array of vertexes </li></ul></ul></ul><ul><ul><ul><li>More compact </li></ul></ul></ul><ul><ul><ul><ul><li>Vertex data size >> index size </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Avoids redundant vertex data </li></ul></ul></ul></ul><ul><ul><ul><li>Separates “topology” (how the mesh is connected) from its “geometry” (vertex positions and attributes) </li></ul></ul></ul><ul><ul><ul><ul><li>Connectivity can be deduced more easily </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Makes mesh processing algorithms easier </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Geometry data can change without altering the topology </li></ul></ul></ul></ul>
  9. 9. Consider a Tetrahedron <ul><li>Simplest closed volume </li></ul><ul><ul><li>Consists of 4 triangles and 4 vertices </li></ul></ul><ul><ul><ul><li>(and 4 edges) </li></ul></ul></ul>v0 v1 v3 v2 triangle list 0: v0,v1,v2 1: v1,v3,v2 2: v3,v0,v2 3: v1,v0,v3 (x0,y0,z1) (x1,y1,z1) (x2,y2,z2) (x3,y3,z3) vertex list 0: (x0,y0,z0) 1: (x1,y1,z1) 2: (x2,y2,z2) 3: (x3,y3,z3) topology geometry potentially on-GPU!
  10. 10. Drawing the Tetrahedron <ul><li>Expanded Immediate mode </li></ul><ul><li>glBegin (GL_TRIANGLES); { </li></ul><ul><li>glVertex3f (x0,y0,z0); </li></ul><ul><li>glVertex3 f(x1,y1,z1); </li></ul><ul><li>glVertex3f (x2,y2,z2); </li></ul><ul><li>glVertex3f (x1,y1,z1); </li></ul><ul><li>glVertex3f (x3,y3,z3); </li></ul><ul><li>glVertex3f (x2,y2,z2); </li></ul><ul><li>glVertex3f (x3,y3,z3); </li></ul><ul><li>glVertex3f (x0,y0,z0); </li></ul><ul><li>glVertex3f (x2,y2,z2); </li></ul><ul><li>glVertex3f (x1,y1,z1); </li></ul><ul><li>glVertex3f (x0,y0,z0); </li></ul><ul><li>glVertex3f (x3,y3,z3); </li></ul><ul><li>} glEnd (); </li></ul><ul><li>Indexed vertexes </li></ul><ul><li>glBegin ( GL_TRIANGLES ); { </li></ul><ul><li>for (int i=0; i<4; i++) { </li></ul><ul><li>glVertex3fv (vertex[triangle[i].v0]); </li></ul><ul><li>glVertex3fv (vertex[triangle[i].v1]); </li></ul><ul><li>glVertex3fv (vertex[triangle[i].v2]); </li></ul><ul><li>} </li></ul><ul><li>} glEnd (); </li></ul><ul><li>Client-memory Vertex arrays </li></ul><ul><li>GLuint ndxs[12] = { 0,1,2, 1,3,2, </li></ul><ul><li>3,0,2, 1,0,3 }; </li></ul><ul><li>glEnableClientState ( GL_VERTEX_ARRAY ); </li></ul><ul><li>glVertexPointer (3, GL_FLOAT , 3*sizeof( GLfloat ), xyz); </li></ul><ul><li>glDrawElements ( GL_TRIANGLES , 12, </li></ul><ul><li>GL_UNSIGNED_INT , ndxs); </li></ul>
  11. 11. Benefits of Vertex Array Approach <ul><li>Unique vertices are stored once </li></ul><ul><ul><li>Saves memory </li></ul></ul><ul><ul><ul><li>On CPU, on disk, and on GPU </li></ul></ul></ul><ul><li>Matches OpenGL vertex array model of operation </li></ul><ul><ul><li>And this matches the efficient GPU mode of operation </li></ul></ul><ul><ul><ul><li>The GPU can “cache” post-transformed vertex results by vertex index </li></ul></ul></ul><ul><ul><ul><ul><li>Saves retransformation and redundant vertex fetching </li></ul></ul></ul></ul><ul><ul><ul><li>Direct3D has the same model </li></ul></ul></ul><ul><ul><li>Allows vertex data to be stored on-GPU for even faster vertex processing </li></ul></ul><ul><ul><ul><li>OpenGL supported vertex buffer objects (VBOs) for this </li></ul></ul></ul>
  12. 12. More Information <ul><li>See “Modern OpenGL Usage: Using Vertex Buffer Objects Well” </li></ul><ul><ul><li>http://www.slideshare.net/Mark_Kilgard/using-vertex-bufferobjectswell </li></ul></ul>
  13. 13. A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update/blending Application- OpenGL API boundary Framebuffer NDC to window space Depth buffer Re-examine framebuffer color update…
  14. 14. A few more steps expanded Application Vertex batching & assembly Lighting View frustum clipping Triangle rasterization Fragment shading Depth testing Color update/blending Application- OpenGL API boundary Framebuffer NDC to window space Depth buffer Vertex transformation User defined clipping Back face culling Perspective divide Triangle assembly Texture coordinate generation
  15. 15. Blending <ul><li>Simple operation </li></ul><ul><ul><li>Two inputs </li></ul></ul><ul><ul><ul><li>Color value currently in framebuffer for pixel </li></ul></ul></ul><ul><ul><ul><li>Shaded color value of fragment rasterized at pixel </li></ul></ul></ul><ul><ul><li>One output </li></ul></ul><ul><ul><ul><li>A new “blended” color </li></ul></ul></ul>pixel color fragment color blend operation
  16. 16. Blending Enabled vs. Disabled pixel color fragment color blend operation pixel color fragment color glDisable ( GL_BLEND ) glEnable ( GL_BLEND )
  17. 17. RGBA: Red, Green, Blue, Alpha <ul><li>Four-component colors </li></ul><ul><ul><li>Red, green, blue </li></ul></ul><ul><ul><ul><li>Measures of color component intensity </li></ul></ul></ul><ul><ul><ul><li>From 0% to 100% </li></ul></ul></ul><ul><ul><ul><li>Often stored as 8-bit unsigned values </li></ul></ul></ul><ul><ul><li>Alpha—measure of opacity </li></ul></ul><ul><ul><ul><li>Also 0% (fully transparent) to 100% (fully opaque) </li></ul></ul></ul>
  18. 18. Meaning of Alpha <ul><li>Translucency = 100% – Opacity </li></ul><ul><li>Fully opaque surfaces permit no light to pass through surface </li></ul><ul><li>Translucent surfaces permit some light to pass through surface </li></ul><ul><li>Best though of in probabilistic terms </li></ul><ul><ul><li>Implies uncertainty about geometry of occlusion at the sub-pixel level </li></ul></ul>
  19. 19. Why blending? compositing window systems volumetric effects; explosions medical imaging compositing complex art work
  20. 20. Conventional Blend Operation source color destination factor destination color source factor × × + clamp [0,1] pixel color fragment color
  21. 21. Conventional Blend Operation source color destination factor destination color source factor × × + clamp [0,1] pixel color fragment color × × × + + + × × × clamp [0,1] clamp [0,1] clamp [0,1] modulate, add, and clamp operations are vector on RGBA components
  22. 22. Conventional Blend Operation source color destination factor destination color source factor × × + clamp [0,1] pixel color fragment color glBlendFunc ( srcFunc , dstFunc )
  23. 23. Blend Function Parameters where s = min(A s ,1-A d ) (s,s,s,s) GL_SRC_ALPHA_SATURATE (1-A c ,1-A c ,1-A c ,1-A c ) GL_ONE_MINUS_CONSTANT_ALPHA (A c ,A c ,A c ,A c ) GL_CONSTANT_ALPHA (1-R c ,1-G c ,1-B c ,1-A c ) GL_ONE_MINUS_CONSTANT_COLOR (R c ,G c ,B c ,A c ) GL_CONSTANT_COLOR (1-A d ,1-A d ,1-A d ,1-A d ) GL_ONE_MINUS_DST_ALPHA (A d ,A d ,A d ,A d ) GL_DST_ALPHA (1-A s ,1-A s ,1-A s ,1-A s ) GL_ONE_MINUS_SRC_ALPHA (A s ,A s ,A s ,A s ) GL_SRC_ALPHA (1-R d ,1-G d ,1-B d ,1-A d ) GL_ONE_MINUS_DST_COLOR (R d ,G d ,B d ,A d ) GL_DST_COLOR (1-R s ,1-G s ,1-B s ,1-A s ) GL_ONE_MINUS_SRC_COLOR (R s ,G s ,B s ,A s ) GL_SRC_COLOR (1,1,1,1) GL_ONE (0,0,0,0) GL_ZERO ( f r , f g , f b , f a ) Parameter
  24. 24. glBlendFunc Example: Over <ul><li>glBlendFunc ( GL_ONE , GL_ONE_MINUS_SRC_ALPHA ); </li></ul><ul><li>Meaning </li></ul><ul><ul><li>srcColor + (1 – srcAlpha)×dstColor </li></ul></ul><ul><ul><li>So called “over” operation </li></ul></ul><ul><ul><ul><li>Source color blended “over” destination color </li></ul></ul></ul><ul><ul><ul><li>Render layers bottommost-to-topmost </li></ul></ul></ul>1 2 3
  25. 25. glBlendFunc Example: Under <ul><li>glBlendFunc ( GL_ONE_MINUS_DST_ALPHA , GL_ONE ); </li></ul><ul><li>Meaning </li></ul><ul><ul><li>(1 –dstAlpha)×srcColor + dstColor </li></ul></ul><ul><ul><li>So called “under” operation </li></ul></ul><ul><ul><ul><li>Source color blended “under” destination color </li></ul></ul></ul><ul><ul><ul><li>Render layers topmost-to-bottommost </li></ul></ul></ul>3 2 1
  26. 26. Pre-multiplied Alpha <ul><li>Opacity should be multiplied in color components </li></ul><ul><ul><li>Essentially (R× α ,G× α ,B× α , α ) </li></ul></ul><ul><li>Utility of pre-multiplied alpha isn’t obvious </li></ul><ul><ul><li>Non-pre-multiplied alpha says the RGB components don’t include opacity </li></ul></ul><ul><ul><ul><li>Essentially (R,G,B, α ) </li></ul></ul></ul><ul><ul><ul><ul><li>Sometimes called “straight” color </li></ul></ul></ul></ul><ul><ul><ul><li>But wrong because such “straight” colors don’t combine properly mathematically </li></ul></ul></ul>
  27. 27. Hardware View of Blending <ul><li>Each blend operation means </li></ul><ul><ul><li>Read-Modify-Write (RMW) operation </li></ul></ul><ul><ul><li>More expensive than just a read or write </li></ul></ul><ul><ul><ul><li>Implies memory bus must be “turned around” </li></ul></ul></ul><ul><li>GPUs perform blending in special Raster Operation (ROP) units </li></ul><ul><ul><li>Good example of fixed-function graphics hardware </li></ul></ul><ul><li>Strategies for performance </li></ul><ul><ul><li>Group RMW operations for multiple pixels </li></ul></ul><ul><ul><li>Organize framebuffer for 2D memory locality </li></ul></ul><ul><ul><li>Data-dependent discards and RMW-to-W conversions </li></ul></ul><ul><ul><li>Color compression </li></ul></ul>
  28. 28. Why not do Blending in the Fragment Shader? <ul><li>Blending is fairly simple math </li></ul><ul><li>Programmable fragment shading is much more general </li></ul><ul><ul><li>So why not do the blending operations in the shader? </li></ul></ul><ul><li>Good reason </li></ul><ul><ul><li>The Read-Modify-Write of a blend operation requires an “interlock” </li></ul></ul><ul><ul><ul><li>Pixels must be blended in primitive order </li></ul></ul></ul><ul><ul><ul><li>If shader does blend, means shader can only be processing one fragment for any given pixel at a time </li></ul></ul></ul><ul><ul><ul><ul><li>If shader can “see” the pixel color of a fragment, all the prior fragments bound for the pixel must be completed in order to start shading the pixel again </li></ul></ul></ul></ul><ul><ul><li>This “interlock” would limit shading performance </li></ul></ul>
  29. 29. Sophisticated Blending <ul><li>Since OpenGL 1.0, blending functionality has been embellished </li></ul><ul><li>Embellishments </li></ul><ul><ul><li>Constant blend color </li></ul></ul><ul><ul><ul><li>glBlendColor </li></ul></ul></ul><ul><ul><li>Blend equation </li></ul></ul><ul><ul><ul><li>glBlendEquation—min , max, subtract, reverse subtract </li></ul></ul></ul><ul><ul><li>Separate RGB and alpha blend functions and equations </li></ul></ul><ul><ul><ul><li>glBlendEquationSeparate , glBlendFuncSeparate </li></ul></ul></ul><ul><ul><li>Distinct blending controls for multiple color buffers </li></ul></ul><ul><ul><ul><li>Also known as render targets in Direct3D </li></ul></ul></ul><ul><ul><li>Multi-sampling for anti-aliasing </li></ul></ul><ul><ul><ul><li>Implies per-color sample blending </li></ul></ul></ul><ul><ul><li>Floating-point (single- and half-precision) blending </li></ul></ul>
  30. 30. Newer Blend Commands <ul><li>glBlendColor ( red , green , blue , alpha ) </li></ul><ul><ul><li>Accessed by the GL_CONSTANT_COLOR , etc. blend functions </li></ul></ul><ul><li>glBlendEquation ( func ) </li></ul><ul><ul><li>func is on of GL_FUNC_ADD , GL_MIN , GL_MAX , GL_FUNC_SUBTRACT , GL_FUNC_REVERSE_SUBTRACT </li></ul></ul><ul><li>glBlendFuncSeparate </li></ul><ul><ul><li>Example of “over” for straight RGBA values: glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_SRC_ALPHA ) </li></ul></ul><ul><ul><li>Allows straight RGBA to composite correctly </li></ul></ul><ul><li>glBlendEquationSeparate </li></ul><ul><ul><li>Different blend equation for RGB versus alpha </li></ul></ul>
  31. 31. Blend Color for Factors source color destination factor destination color source factor × × + clamp [0,1] pixel color fragment color glBlendColor (r,g,b,a) blend color
  32. 32. Min/Max Blend Operation source color destination color min or max clamp [0,1] pixel color fragment color glBlendEquation ( GL_MIN ) glBlendEquation ( GL_MAX )
  33. 33. Consider Example <ul><li>Consider straight colors </li></ul><ul><ul><li>50% of (1,0,0,1) and </li></ul></ul><ul><ul><ul><li>50% of 100% red </li></ul></ul></ul><ul><ul><li>50% of (0,0,1,0.2) </li></ul></ul><ul><ul><ul><li>50% of 20% blue </li></ul></ul></ul><ul><li>Result of weighted average of components </li></ul><ul><ul><li>(0.5,0,0.5,0.6) </li></ul></ul><ul><ul><ul><li>60%-opaque magenta ? </li></ul></ul></ul><ul><ul><ul><li>Non-sensible when much less blue than red </li></ul></ul></ul><ul><li>Proper result </li></ul><ul><ul><li>Pre-multiplied colors are (1,0,0,1) and (0,0,0.2,0.2) </li></ul></ul><ul><ul><li>Now weighted average components: </li></ul></ul><ul><ul><ul><li>(0.5,0.1,0.6) or 60%-opaque maroon red ? </li></ul></ul></ul><ul><ul><ul><li>Sensible that result is mostly red </li></ul></ul></ul>
  34. 34. “ Over” Blending Not Commutative <ul><li>Order of blending matters! </li></ul><ul><li>blend(blend(A,B), C) ≠ blend(blend(C,A), B) </li></ul><ul><ul><li>Also blend(A,B) ≠ blend(B,A) </li></ul></ul><ul><li>Blending is not commutative </li></ul><ul><ul><li>Can’t re-arrange blend operations </li></ul></ul><ul><ul><li>(Similar to matrix composition) </li></ul></ul><ul><li>Pre-multiplied alpha blending for over and under is associative </li></ul><ul><ul><li>blend(blend(A,B), C) = blend(A, blend(B,C)) </li></ul></ul><ul><li>Reverse of over blending is under </li></ul><ul><ul><li>So back-to-front = front-to-back </li></ul></ul><ul><ul><li>But requires framebuffer maintain a destination alpha channel </li></ul></ul>
  35. 35. Getting Blending Right <ul><li>Blending operations must be properly ordered </li></ul><ul><li>How to do this? </li></ul><ul><ul><li>Sort your objects </li></ul></ul><ul><ul><li>Sort you triangles </li></ul></ul><ul><ul><ul><li>Neither of above is always possible </li></ul></ul></ul><ul><ul><li>Sort your fragments </li></ul></ul><ul><ul><ul><li>Depth peeling </li></ul></ul></ul><ul><ul><ul><li>A-buffer schemes </li></ul></ul></ul>
  36. 36. Properly Ordered Compositing vs. Incorrectly Ordered
  37. 37. Properly Ordered Compositing vs. Incorrectly Ordered
  38. 38. Compositing <ul><li>Blending operates on pixels </li></ul><ul><li>Compositing operates on images </li></ul><ul><ul><li>Composite image A & image B </li></ul></ul>
  39. 39. Intra-pixel Regions for Compositing <ul><ul><li>A ∩ B </li></ul></ul>A ∩ ~B ~A ∩ B ~A ∩ ~B Source: SVG Compositing Specification
  40. 40. Compositing Digital Images <ul><li>Classic 1984 SIGGRAPH paper introduces compositing operators </li></ul><ul><ul><li>Porter and Duff </li></ul></ul><ul><li>Porter-Duff Composite Operators </li></ul><ul><ul><li>Rca = f(Ac,Bc)×Aa×Ba + Y×Ac×Aa×(1-Ba) + Z×Bc×(1-Aa)×Ba </li></ul></ul><ul><ul><li>Ra = X×Aa×Ba + Y×Aa×(1-Ba) + Z×(1-Aa)×Ba </li></ul></ul>
  41. 41. Porter-Duff Composite Operators
  42. 42. Porter & Duff Modes Porter & Duff blend modes 1 1 0 0 1 1 0 1 1 0 1 0 Y 0 0 0 Clear 1 0 0 Xor 0 1 Bc Dst-atop 1 1 Ac Src-atop 1 0 0 Dst-out 0 0 0 Src-out 0 0 Bc Dst-In 0 1 Ac Src-In 1 1 Bc Dst-Over 1 1 Ac Src-Over 1 1 Bc Dst 0 1 Ac Src Z X f(Ac,Bc) Operation
  43. 43. Porter & Duff Modes Expanded Uncorrelated blend mode expansion of Porter & Duff blend modes 1 0 1 1 0 0 0 1 1 1 0 0 Z 1 1 0 0 1 1 0 1 1 0 1 0 Y 0 0 0 Clear Aca×(1-Ba)+(1-Aa)×Bca 0 0 Xor (1-Ba)×Aca+Aa×Bca 1 Bc Dst-atop Aca×Ba+(1-Aa)×Bca 1 Ac Src-atop (1-Aa)×Bca 0 0 Dst-out (1-Ba)×Aca 0 0 Src-out Bca×Aa 0 Bc Dst-In Aca×Ba 1 Ac Src-In Bca+(1-Ba)×Aca 1 Bc Dst-Over Aca+(1-Aa)×Bca 1 Ac Src-Over Bca 1 Bc Dst Aca 1 Ac Src Blend mode X f(Ac,Bc) Operation
  44. 44. Porter & Duff for glBlendFunc GL_ONE_MINS_DST_ALPHA GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA GL_ZERO GL_ONE_MINUS_DST_ALPHA GL_ZERO GL_DST_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE GL_ZERO GL_ONE GL_ZERO srcFactor Aca×(1-Ba)+(1-Aa)×Bca (1-Ba)×Aca+Aa×Bca Aca×Ba+(1-Aa)×Bca (1-Aa)×Bca (1-Ba)×Aca Bca×Aa Aca×Ba Bca+(1-Ba)×Aca Aca+(1-Aa)×Bca Bca Aca 0 Blend mode GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ZERO GL_SRC_ALPHA GL_ZERO GL_ONE GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ZERO GL_ZERO dstFactor Clear Xor Dst-atop Src-atop Dst-out Src-out Dst-In Src-In Dst-Over Src-Over Dst Src Operation
  45. 45. Hardware Blending supports all Porter-Duff Blend Modes <ul><li>Using prior slide’s table </li></ul><ul><ul><li>Your OpenGL (or Direct3D) program can implement any of Porter-Duff blend modes </li></ul></ul><ul><li>Examples </li></ul><ul><ul><li>Src-Over </li></ul></ul><ul><ul><ul><li>glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) </li></ul></ul></ul><ul><ul><li>Dst-In </li></ul></ul><ul><ul><ul><li>glBlendFuc(GL_ZERO, GL_SRC_ALPHA) </li></ul></ul></ul><ul><ul><li>Dst-Atop </li></ul></ul><ul><ul><ul><li>glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA) </li></ul></ul></ul><ul><li>Conclusion : GPU hardware “blend functions” can configure all the sound Porter-Duff compositing algebra blend modes </li></ul><ul><ul><li>Compositing algebra theory “maps” well to GPU functionality </li></ul></ul><ul><ul><li>Assumption : using pre-multiplied alpha colors </li></ul></ul>
  46. 46. Additional Blend Modes <ul><li>Additional blend modes </li></ul><ul><ul><li>Since Porter-Duff’s composite operators, Adobe introduced further artistic blend modes </li></ul></ul><ul><ul><li>Part of PhotoShop, Illustrator, PDF, Flash, and other standards </li></ul></ul><ul><ul><li>Part of the vocabulary of digital artists now </li></ul></ul><ul><li>Examples </li></ul><ul><ul><li>ColorDodge, HardLight, Darken, etc. </li></ul></ul><ul><li>Define with alternate f(Ac,Bc) function </li></ul>
  47. 47. Aliased Jagged artifacts
  48. 48. Multi-sample 8x Smoother appearance
  49. 49. Multi-sample Coverage Positions 4x jittered 1x (aliased) 8x jittered 4x orthogonal
  50. 50. Next Lecture <ul><li>Color representation </li></ul><ul><ul><li>What ways can quantitatively represent color? </li></ul></ul><ul><ul><li>As usual, expect a short quiz on today’s lecture </li></ul></ul><ul><li>Assignments </li></ul><ul><ul><li>Reading </li></ul></ul><ul><ul><ul><li>Chapter 7, pages 404-420 </li></ul></ul></ul><ul><ul><li>Work on Project #1 </li></ul></ul><ul><ul><ul><li>Building a 3D object model loader </li></ul></ul></ul><ul><ul><ul><li>Due Tuesday, February 21 </li></ul></ul></ul>

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