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 :
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:
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:
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:
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):
2条答案
按热度按时间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: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
But then keeps the
1 / gl_Position.w
as the last component ofgl_FragCoord
: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:
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:
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:
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:
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 throughgl_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:
OpenGL shaders
Here are the OpenGL shaders used to generate the reference image.
Vertex shader:
Fragment shader:
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 ofperspective
for the interpolation in the code above):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:
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_a
、b/w_b
和c/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 * a
、b'=q_b * b
和c'=q_c
,并得到所以透视插值归结为
每个片段。