OpenGL如何准确地进行透视校正线性插值?

chhkpiq4  于 2022-12-03  发布在  其他
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如果线性插值发生在OpenGL管线中的光栅化阶段,并且顶点已经转换到屏幕空间,那么用于透视正确插值的深度信息来自哪里?
有谁给予详细描述OpenGL是如何从屏幕空间图元到具有正确插值的片段的?

vqlkdk9b

vqlkdk9b1#

The output of a vertex shader is a four component vector, vec4 gl_Position . From Section 13.6 Coordinate Transformations of core GL 4.4 spec:

  • Clip coordinates* for a vertex result from shader execution, which yields a vertex coordinate gl_Position .

Perspective division on clip coordinates yields normalized device coordinates, followed by a viewport transformation (see section 13.6.1) to convert these coordinates into window coordinates.
OpenGL does the perspective divide as

device.xyz = gl_Position.xyz / gl_Position.w

But then keeps the 1 / gl_Position.w as the last component of gl_FragCoord :

gl_FragCoord.xyz = device.xyz scaled to viewport
gl_FragCoord.w = 1 / gl_Position.w

This transform is bijective, so no depth information is lost. In fact as we see below, the 1 / gl_Position.w is crucial for perspective correct interpolation.

Short introduction to barycentric coordinates

Given a triangle (P0, P1, P2) one can parametrize all the points inside the triangle by the linear combinations of the vertices:

P(b0,b1,b2) = P0*b0 + P1*b1 + P2*b2

where b0 + b1 + b2 = 1 and b0 ≥ 0, b1 ≥ 0, b2 ≥ 0.
Given a point P inside the triangle, the coefficients (b0, b1, b2) that satisfy the equation above are called the barycentric coordinates of that point. For non-degenerate triangles they are unique, and can be calculated as quotients of the areas of the following triangles:

b0(P) = area(P, P1, P2) / area(P0, P1, P2)
b1(P) = area(P0, P, P2) / area(P0, P1, P2)
b2(P) = area(P0, P1, P) / area(P0, P1, P2)

Each bi can be thought of as 'how much of Pi has to be mixed in'. So b = (1,0,0), (0,1,0) and (0,0,1) are the vertices of the triangle, (1/3, 1/3, 1/3) is the barycenter, and so on.
Given an attribute (f0, f1, f2) on the vertices of the triangle, we can now interpolate it over the interior:

f(P) = f0*b0(P) + f1*b1(P) + f2*b2(P)

This is a linear function of P, therefore it is the unique linear interpolant over the given triangle. The math also works in either 2D or 3D.

Perspective correct interpolation

Let's say we fill a projected 2D triangle on the screen. For every fragment we have its window coordinates. First we calculate its barycentric coordinates by inverting the P(b0,b1,b2) function, which is a linear function in window coordinates. This gives us the barycentric coordinates of the fragment on the 2D triangle projection.
Perspective correct interpolation of an attribute would vary linearly in the clip coordinates (and by extension, world coordinates). For that we need to get the barycentric coordinates of the fragment in clip space.
As it happens (see 1(https://www.comp.nus.edu.sg/%7Elowkl/publications/lowk_persp_interp_techrep.pdf) and 2(https://www.rose-hulman.edu/class/cs/csse351/m10/triangle_fill.pdf) ), the depth of the fragment is not linear in window coordinates, but the depth inverse ( 1/gl_Position.w ) is. Accordingly the attributes and the clip-space barycentric coordinates, when weighted by the depth inverse, vary linearly in window coordinates.
Therefore, we compute the perspective corrected barycentric by:

( b0 / gl_Position[0].w, b1 / gl_Position[1].w, b2 / gl_Position[2].w )
B = -------------------------------------------------------------------------
      b0 / gl_Position[0].w + b1 / gl_Position[1].w + b2 / gl_Position[2].w

and then use it to interpolate the attributes from the vertices.

Note:GL_NV_fragment_shader_barycentric exposes the device-linear barycentric coordinates through gl_BaryCoordNoPerspNV and the perspective corrected through gl_BaryCoordNV .

Implementation

Here is a C++ code that rasterizes and shades a triangle on the CPU, in a manner similar to OpenGL. I encourage you to compare it with the shaders listed below:

struct Renderbuffer { int w, h, ys; void *data; };
struct Vert { vec4 position, texcoord, color; };
struct Varying { vec4 texcoord, color; };

void vertex_shader(const Vert &in, vec4 &gl_Position, Varying &OUT) {
    OUT.texcoord = in.texcoord;
    OUT.color = in.color;
    gl_Position = vec4(in.position.x, in.position.y, -2*in.position.z - 2*in.position.w, -in.position.z);
}

void fragment_shader(vec4 &gl_FragCoord, const Varying &IN, vec4 &OUT) {
    OUT = IN.color;
    vec2 wrapped = IN.texcoord.xy - floor(IN.texcoord.xy);
    bool brighter = (wrapped[0] < 0.5) != (wrapped[1] < 0.5);
    if(!brighter)
        OUT.rgb *= 0.5f;
}

// render output unit/render operations pipeline
void rop(Renderbuffer &buf, int x, int y, const vec4 &c) {
    uint8_t *p = (uint8_t*)buf.data + buf.ys*(buf.h - y - 1) + 4*x;
    p[0] = linear_to_srgb8(c[0]);
    p[1] = linear_to_srgb8(c[1]);
    p[2] = linear_to_srgb8(c[2]);
    p[3] = lround(c[3]*255);
}

void draw_triangle(Renderbuffer &color_attachment, const box2 &viewport, const Vert *verts) {
    auto area = [](const vec2 &p0, const vec2 &p1, const vec2 &p2) { return cross(p1 - p0, p2 - p0); };
    auto interpolate = [](const auto a[3], auto p, const vec3 &coord) { return coord.x*a[0].*p + coord.y*a[1].*p + coord.z*a[2].*p; };

    Varying perVertex[3];
    vec4 gl_Position[3];

    box2 aabb = { viewport.hi, viewport.lo };
    for(int i = 0; i < 3; ++i) {
        vertex_shader(verts[i], gl_Position[i], perVertex[i]);

        // convert to normalized device coordinates
        gl_Position[i].w = 1/gl_Position[i].w;
        gl_Position[i].xyz *= gl_Position[i].w;

        // convert to window coordinates
        gl_Position[i].xy = mix(viewport.lo, viewport.hi, 0.5f*(gl_Position[i].xy + 1.0f));
        aabb = join(aabb, gl_Position[i].xy);
    }

    const float denom = 1/area(gl_Position[0].xy, gl_Position[1].xy, gl_Position[2].xy);

    // loop over all pixels in the rectangle bounding the triangle
    const ibox2 iaabb = lround(aabb);
    for(int y = iaabb.lo.y; y < iaabb.hi.y; ++y)
    for(int x = iaabb.lo.x; x < iaabb.hi.x; ++x)
    {
        vec4 gl_FragCoord;
        gl_FragCoord.xy = vec2(x, y) + 0.5f;

        // fragment barycentric coordinates in window coordinates
        const vec3 barycentric = denom*vec3(
            area(gl_FragCoord.xy, gl_Position[1].xy, gl_Position[2].xy),
            area(gl_Position[0].xy, gl_FragCoord.xy, gl_Position[2].xy),
            area(gl_Position[0].xy, gl_Position[1].xy, gl_FragCoord.xy)
        );

        // discard fragment outside the triangle. this doesn't handle edges correctly.
        if(barycentric.x < 0 || barycentric.y < 0 || barycentric.z < 0)
            continue;

        // interpolate inverse depth linearly
        gl_FragCoord.z = interpolate(gl_Position, &vec4::z, barycentric);
        gl_FragCoord.w = interpolate(gl_Position, &vec4::w, barycentric);

        // clip fragments to the near/far planes (as if by GL_ZERO_TO_ONE)
        if(gl_FragCoord.z < 0 || gl_FragCoord.z > 1)
            continue;

        // convert to perspective correct (clip-space) barycentric
        const vec3 perspective = 1/gl_FragCoord.w*barycentric*vec3(gl_Position[0].w, gl_Position[1].w, gl_Position[2].w);

        // interpolate attributes
        Varying varying = {
            interpolate(perVertex, &Varying::texcoord, perspective),
            interpolate(perVertex, &Varying::color, perspective),
        };

        vec4 color;
        fragment_shader(gl_FragCoord, varying, color);
        rop(color_attachment, x, y, color);
    }
}

int main(int argc, char *argv[]) {
    Renderbuffer buffer = { 512, 512, 512*4 };
    buffer.data = calloc(buffer.ys, buffer.h);

    // VAO interleaved attributes buffer
    Vert verts[] = {
        { { -1, -1, -2, 1 }, { 0, 0, 0, 1 }, { 0, 0, 1, 1 } },
        { { 1, -1, -1, 1 }, { 10, 0, 0, 1 }, { 1, 0, 0, 1 } },
        { { 0, 1, -1, 1 }, { 0, 10, 0, 1 }, { 0, 1, 0, 1 } },
    };

    box2 viewport = { 0, 0, buffer.w, buffer.h };
    draw_triangle(buffer, viewport, verts);

    stbi_write_png("out.png", buffer.w, buffer.h, 4, buffer.data, buffer.ys);
}

OpenGL shaders

Here are the OpenGL shaders used to generate the reference image.

Vertex shader:

#version 450 core
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 texcoord;
layout(location = 2) in vec4 color;
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out Varying { vec4 texcoord; vec4 color; } OUT;
void main() {
    OUT.texcoord = texcoord;
    OUT.color = color;
    gl_Position = vec4(position.x, position.y, -2*position.z - 2*position.w, -position.z);
}

Fragment shader:

#version 450 core
layout(location = 0) in Varying { vec4 texcoord; vec4 color; } IN;
layout(location = 0) out vec4 OUT;
void main() {
    OUT = IN.color;
    vec2 wrapped = fract(IN.texcoord.xy);
    bool brighter = (wrapped.x < 0.5) != (wrapped.y < 0.5);
    if(!brighter)
        OUT.rgb *= 0.5;
}

Results

Here are the almost identical images generated by the C++ (left) and OpenGL (right) code:

The differences are caused by different precision and rounding modes.
For comparison, here is one that is not perspective correct (uses barycentric instead of perspective for the interpolation in the code above):

cbeh67ev

cbeh67ev2#

这个公式你会在GL specification中找到(看第427页;该链接是当前的4.4规范,但一直是这样的)为三角形中属性值的透视校正插值:

a * f_a / w_a   +   b * f_b / w_b   +  c * f_c / w_c
f=-----------------------------------------------------
      a / w_a      +      b / w_b      +     c / w_c

其中a,b,c表示我们要内插的三角形中点的重心坐标(a,b,c >=0, a+b+c = 1),f_i为顶点i处的属性值,注意,仅针对三角形的窗口空间坐标的2D投影来计算重心坐标(因此忽略z)。
实际上,投影矩阵的最后一行定义的只是图像平面将与之正交的投影轴,而裁剪空间w分量只是顶点坐标与该轴之间的点积。
在典型情况下,投影矩阵具有(0,0,-1,0)作为最后一行,所以它会转换为w_clip = -z_eye,这就是ybancowbill使用的。然而,由于w是我们实际上要做的除法(这是整个变换链中唯一的非线性步骤),这对于任何投影轴都有效,对于w总是1(或至少是常数)的正交投影的普通情况也有效。
1.注意,为了有效地实现这一点,需要注意几点。(下面我们称它们为q_i),它不需要对每个片段重新求值,而且它是完全免费的,因为我们在进入NDC空间时,无论如何都要除以w,因此我们可以保存这个值。GL规范从来没有描述过某个特性是如何在内部实现的,并且gl_FragCoord.w保证给予(线性插值的)1/w * 剪辑空间 * 坐标,这在这里是相当有启发性的。每个片段的1_w值实际上是上面给出的公式的分母。
1.因子a/w_ab/w_bc/w_c在公式中分别使用了两次。无论要插值的属性有多少,这些因子对于任何属性值都是常量。因此,对于每个片段,您可以计算a'=q_a * ab'=q_b * bc'=q_c,并得到

a' * f_a + b' * f_b + c' * f_c
f=------------------------------
           a' + b' + c'

所以透视插值归结为

  • 3个附加乘法,
  • 2个额外的添加,以及
  • 1个附加分区

每个片段。

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