Micropolygon
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Three-dimensional (3D) computer graphics |
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Fundamentals |
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In 3D computer graphics, a micropolygon (or
The concept of micropolygons was developed within the Reyes algorithm, in which geometric primitives are tessellated at render time into a rectangular grid of tiny, four-sided polygons. A shader might fill each micropolygon with a single color or assign colors on a per-vertex basis. Shaders that operate on micropolygons can process an entire grid of them at once in SIMD fashion. This often leads to faster shader execution, and allows shaders to compute spatial derivatives (e.g. for texture filtering) by comparing values at neighboring micropolygon vertices.[citation needed]
Furthermore, a renderer using micropolygons can support displacement mapping simply by perturbing micropolygon vertices during shading. This displacement is usually not limited to the local surface normal but can be given an arbitrary direction.[citation needed]
Further reading
[edit]- Robert L. Cook., Loren Carpenter, and Edwin Catmull. "The Reyes image rendering architecture." Computer Graphics (SIGGRAPH '87 Proceedings), pp. 95–102.
- Anthony Apodaca, Larry Gritz: Advanced RenderMan: Creating CGI for Motion Pictures, Morgan Kaufmann Publishers, ISBN 1-55860-618-1