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Alle Oberthemen / Informatik / Computergrafik / Schwerpunktkolloquium: Basic Techniques, Geometry Processing, Global Illumination
3
Name all OpenGL shader stages in the correct order. Which data is passed from one stage to the next?
Vertex Shader
(mandatory)
Executed for every vertex
Input: Attribute values as defined by vertex data
Output: Attribute values

Tessellation Control Shader
Executed for every primitive (triangle, line, patch)
Input: Attribute values
Output: Attribute values, requested degree of tessellation

Tessellation Evaluation Shader
Executed for every vertex of the tessellated primitive
Input: Attribute values
Output: Attribute values, requested degree of tessellation

Geometry Shader
Executed for every primitive (triangle, line, point), possibly generated by the tessellation, possibly with information about adjacent primitives
Input: Array of attribute values
Output: Arbitrary number of primitives, each with possibly different attribute values

Fragment Shader
(mandatory)
Executed for every fragment
Input: Possibly interpolated attribute values
Output: Fragment data which is written to frame buffers
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Karteninfo:
Autor: janisborn
Oberthema: Informatik
Thema: Computergrafik
Schule / Uni: RWTH Aachen
Ort: Aachen
Veröffentlicht: 18.05.2022

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