Vertex and fragment programs

Size: px
Start display at page:

Transcription

1 Vertex and fragment programs Jon Hjelmervik 1

2 Fixed function transform and lighting Each vertex is treated separately Affine transformation transforms the vertex by matrix multiplication Lighting Determines the color of each vertex. Calculated using normal vector and light direction/position. Can be manipulated by light parameters, light model, material properties and position Texture parameter(s) are transformed using texture matrices. 2

3 Advanced vertex transformations Real time applications store vertex data on graphics memory, therefore all vertex transformations must be done at the graphics processor (GPU). Animations of a human body need to modify vertices in a non linear way depending on bones or control points. Morphing is used for animation, and uses a convex combination of two or more objects to create intermediate objects. Extending the fixed function API to handle all such applications would lead to a too messy interface. 3

4 Morphing at the CPU, using C++ Assuming we use a vector library, morphing could be written as: vec4 morphposition(vec4 vertexpos1, float weight1, vec4 vertexpos2, float weight2) { vec4 Pos=weight1*vertexPos1; Pos+=weight2*vertexPos2; return Pos; } 4

5 Morphing and lighting using opengl shading language attribute vec4 vertexpos1; attribute vec4 vertexpos2; uniform float weight1; uniform float weight2; void main(void) { vec4 Pos=weight1*vertexPos1; Pos+=weight2*vertexPos2; // Morph position vec3 Norm=weight1*vertexNorm1; Norm+=weight2*vertexNorm2; // Morph normals Norm=normalize(Norm); //normalize the morphed normal vec4 ecposition = gl_modelviewmatrix * Pos; // Transform position to eyespace vec3 tnorm = gl_normalmatrix * Norm; // Transform normal vec3 lightvec = normalize(gl_lightsource[0].position.xyz - vec3(ecposition)); // calculate vector from light to vertex in eye space gl_frontcolor.rgb=dot(tnorm,lightvec); // calculate color gl_position = gl_modelviewprojectionmatrix * Pos; // Transform position to window space } 5

6 Vertex shaders in OpenGL shading language OpenGL shading language is a C-like programming for defining vertex shaders and fragment shaders. Vertex shaders takes two types of input Uniform variables are variables that are constant for the entire triangle. Examples: modelview matrix and light position. Uniform variables cannot be set between glbegin and glend. Attribute variables that differs from vertex to vertex. Examples: position, normal and texture coordinate. Vertex shaders must return vertex position transformed to window coordinates (ready to be projected). 6

7 Vertex shaders in OpenGL shading language (2) A vertex shader acts on one vertex at the time and is responsible for the T&L part of the rendering pipeline, this includes: Transforming the vertex into window space Transforming the normal, and normalization Lighting and calculating the color of the vertex Generating/transforming texture coordinates 7

8 Matrix and vector data types The GPU is a vector processor, which uses vectors of length 4. vectors: vec2, vec3 and vec4 are two, three and four component vectors respectively. The name of the components are given by one letter Three naming conventions can be used {x,y,z,w} {r,g,b,a} {s,t,p,q} where x, r and s is the first component in a vector. Swissling vec4 pos = vec4(1.0, 2.0, 3.0, 4.0); vec4 swiz = pos.wzyx; // swiz = (4.0, 3.0, 2.0, 1.0) vec4 dup = pos.rrgg; // dup = (1.0, 1.0, 2.0, 2.0) pos.yx = vec2(1.0, 0.0); // pos = (0.0, 1.0, 3.0, 4.0) vec3 tmp = pos.xrs; // not valid mat2, mat3 and mat4 are 2x2, 3x3 and 4x4 matrices respectively. 8

9 Commonly used built-in uniform variables Built-in variables are set by standard opengl calls. uniform mat4 gl_modelniewmatrix; uniform mat4 gl_projectionmatrix; uniform mat4 gl_modelviewprojectionmatrix; uniform mat4 gl_normalmatrix; uniform gllightsourceparameters gl_lightsource[gl_maxlights]; // array of structs containing light parameters 9

10 Commonly used built-in attributes built in attributes are set by standard opengl calls, such as glvertex() and glnormal() attribute vec4 gl_color; // The color of the vetex attribute vec4 gl_normal; // Vertex normal attribute vec4 gl_vertex; // Vertex position attribute gl_multitexcoord0; // texture coordinate 10

11 Vertex shaders can not Any operation that requires knowledge about neighbors Polygon clipping. Generate new vertices or primitives. Set global data. Remove geometry (culling). A GPU transforms (shades) several vertices in parallel, therefore any operation requiring that the vertices are transformed in a specific order is impossible. 11

12 Morphing and lighting using opengl shading language revisited attribute vec4 vertexpos1; attribute vec4 vertexpos2; uniform float weight1; uniform float weight2; void main(void) { vec4 Pos=weight1*vertexPos1; Pos+=weight2*vertexPos2; // Morph position vec3 Norm=weight1*vertexNorm1; Norm+=weight2*vertexNorm2; // Morph normals Norm=normalize(Norm); //normalize the morphed normal vec4 ecposition = gl_modelviewmatrix * Pos; // Transform position to eyespace vec3 tnorm = gl_normalmatrix * Norm; // Transform normal vec3 lightvec = normalize(gl_lightsource[0].position.xyz - vec3(ecposition)); // calculate vector from light to vertex in eye space gl_frontcolor.rgb=dot(tnorm,lightvec); // calculate color gl_position = gl_modelviewprojectionmatrix * Pos; // Transform position to window space } 12

14 Fixed function texturing Simple opengl applications does one texture lookup based on the texture coordinate, and either multiplies, adds or replaces the input color by this value. More complex methods for combining textures are available using fixed functions, but the API is complex and the functions are not flexible. 14

15 Per pixel lighting and advanced texturing High quality rendering of complex models we must either calculate the lighting per pixel, or use many triangles. Realistic car-paint rendering requires complex light models, and per pixel lighting and reflection calculations. Toon shading, makes the scene look like a part of a cartoon. Bump mapping uses a texture to augment the normal vector, and uses the resulting vector for lighting calculations. Realistic skin rendering requires several texture lookups per pixel and complex calculations to combine the results. 15

16 Phong shading/normal map example uniform sampler2d normalmap; uniform vec3 lightvect; // Directional light, light vector in object space void main(void) { vec3 normal=texture2d(normalmap, gl_multitexcoord0,xy); normal = normalize(normal); gl_fragcolor = gl_color*dot(lightvect, normal); } 16

17 OpenGL fragment shader A fragment shader is a programmable replacement for the texturing in fixed function pipeline. Fragment shaders takes two types of input Uniform variables are variables that are constant for the entire triangle. Examples: modelview matrix and light position. Uniform variables cannot be set between glbegin and glend. Varying variables are linearly interpolated between the vertices. Examples: color and texture coordinate. Varying variables are output from the vertices of the triangle, and therefore not accessible from the application. 17

18 Texture lookups in shader Both fragment shaders and vertex shaders may use texture lookups. Texture lookups require information of which texture/ texture unit to use. This information is located in samplers. sampler1d one-dimensional texture sampler2d two-dimensional texture sampler3d three-dimensional texture samplercube cube map is a special texture where a 3D vector is used for texture lookups 18

19 Returning information from a fragment shader A fragment shader can return the following elements discard, when a shader calls discard the fragment will not update the frame buffer. gl_fragcolor is the output color of the fragment. gl_fragdepth, the fragment shader may change the depth value of the fragment by writing to this variable. 19

20 Input to a fragment shader Special input variables vec4 gl_fragcoord, holds the window coordinates of the fragment. May be used to implement scissor test in a fragment shader. bool gl_fronfacing is true for front facing triangles, and false for back faceing triangles. Commonly used built in varying variables vec4 gl_color vec4 gltexcoord[gl_maxtexturecoords] 20

21 Phong shading/normal map revisited uniform sampler2d normalmap; uniform vec3 lightvect; // Directional light, light vector in object space void main(void) { vec3 normal=texture2d(normalmap, gl_multitexcoord0,xy); normal = normalize(normal); gl_fragcolor = gl_color*dot(lightvect, normal); } 21

22 Built-in functions Trigonometric functions: radians, degrees, sin, cos, tan, asin, acos, atan Exponential functions : pow, exp2, log2, sqrt, inversesqrt Regular functions : abs, sign, floor, ceil, fract, mod, min, max, clamp, mix, step, smoothstep Geometrical functions : length, distance, dot, cross, normalize, ftransform, faceforward, reflect Matrix functions, vector relation functions, texture lookup functions, fragment processing functions and noise functions. 22

23 Branching using GeForce 6 series There are three different types of branching, the compiler chooses the type. Compile time branching: The compiler resolves the branch. Dependent write: All possible branches are calculated, and the result of the false ones are discarded (only used for fragment shaders). True branching: In a fragment shader true branching is very expensive unless many neighboring fragments go through the same branch. 23

24 Numerical simulation at GPU Simulation problem must be converted to a geometric problem Pro More FLOPS per Dollar then CPU Simulation at graphics hardware allows visualization embedded in simulation Cons Less flexible than CPU Less memory than CPU Less bandwidth between system and GPU 24

25 Explicit schemes We have started investigating evolutionary PDEs, which can be solved using explicit schemes. When using explicit schemes the unknown(s) at each grid point is updated from its neighbors at previous time steps. Relatively simple to convert to a geometric problem. 25

26 Heat Equation Very simple scheme. Implemented as a 1-pass algorithm. Scheme is the same as the Gauss filter used in image processing. The PDE is given as r u = u + t xx u yy r 1-4r r and is discredited by a standard finite difference stencil to r U n+ 1 i, j ( n n n n n + r U + U + U + U U ). n = Ui, j i+ 1, j i 1, j i, j 1 i, j+ 1 4 i, j 26

27 Implementation of heat equation Implemented as a fragment program. Uses two off screen pixel buffers, each with the same dimensions as the area of the simulation. Toggles drawing to one buffer, while reading the other as a texture. Render a quad covering the entire viewport. Each fragment reads the color of the pixels at the same position from the previous frame, and it s neighbors. 27

28 Heat equation 28

29 Wave equation 29

30 Shallow water equation 30

31 References OpenGL Shading Language by Randy J. Rost Shader Designer 31

32 Bruk av shadere 1. Gi shader kildekode til OpenGL 2. Kompiler shader 3. Link sammen kompilerte shadere 4. Ta i bruk program Merk: Kompilator ligger i driveren til grafikkortet. 32

34 Kildekode Gi shader kildekode til OpenGL: glshadersourcearb(shaderid, numstr, strings, length); length kan settes til NULL hvis strengene er null-terminert 34

35 Kompilering Shader objekter blir kompilert ved: glcompileshaderarb(shaderid); Setter status parameter til GL_TRUE hvis suksess. Informasjon om kompilering kan fås tak i med: glgetinfologarb(shaderid, bufferlen, strlen, buffer); 35

36 Program objects Et program object er en kontainer for shader objects. Program objectet utgjør shaderene som må linkes sammen ved bruk. programid = glcreateprogramobjectarb(); glattachobjectarb(programid, shaderid); gldetachobjectarb(programid, shaderid); 36

37 Sletting av objekter Shader objects og program objects slettes med: gldeleteobjectarb(objectid); Data for et shader object blir ikke slettet før objektet er frakoblet et program object. Data for et program object blir ikke slettet mens det er i bruk. 37

39 Bruke programmer For å ta i bruk et program kaller man: gluseprogramobjectarb(programid); Hvis et program object er gyldig så blir det en del av gjeldende rendering modell. For å returnere til fixed function rendering modell så kaller man gluseprogramobjectarb(0); 39

40 Generic attributes Sette vertex attributes glgetattriblocationarb(programhandle_, name); glvertexattrib{1234}{fv}arb(location, &attrib[0]); Sette vertex attribute pointers glgetattriblocationarb(programhandle_, name); glbindattriblocationarb(programhandle_, location, name); glvertexattribpointerarb(location, size, type, normalized, stride, pointer); Enable client state glgetattriblocationarb(programhandle_, name); glenablevertexattribarrayarb(location); 40

41 Uniforms Sette uniforms glgetuniformlocationarb(programhandle_, name); gluniform{1234}{if}varb(location, count, &constant[0]); gluniformmatrix{234}fvarb(location, count, transpose, matrix) 41

CSE 564: Visualization. GPU Programming (First Steps) GPU Generations. Klaus Mueller. Computer Science Department Stony Brook University

GPU Generations CSE 564: Visualization GPU Programming (First Steps) Klaus Mueller Computer Science Department Stony Brook University For the labs, 4th generation is desirable Graphics Hardware Pipeline

Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg

Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing

Introduction to GPGPU. Tiziano Diamanti t.diamanti@cineca.it

t.diamanti@cineca.it Agenda From GPUs to GPGPUs GPGPU architecture CUDA programming model Perspective projection Vectors that connect the vanishing point to every point of the 3D model will intersecate

Shader Model 3.0. Ashu Rege. NVIDIA Developer Technology Group

Shader Model 3.0 Ashu Rege NVIDIA Developer Technology Group Talk Outline Quick Intro GeForce 6 Series (NV4X family) New Vertex Shader Features Vertex Texture Fetch Longer Programs and Dynamic Flow Control

Introduction to Computer Graphics

Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 torsten@sfu.ca www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics

OpenGL Shading Language Course. Chapter 5 Appendix. By Jacobo Rodriguez Villar jacobo.rodriguez@typhoonlabs.com

OpenGL Shading Language Course Chapter 5 Appendix By Jacobo Rodriguez Villar jacobo.rodriguez@typhoonlabs.com TyphoonLabs GLSL Course 1/1 APPENDIX INDEX Using GLSL Shaders Within OpenGL Applications 2

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Questions 2007 INSTRUCTIONS: Answer all questions. Spend approximately 1 minute per mark. Question 1 30 Marks Total

CS418 GLSL Shader Programming Tutorial (I) Shader Introduction. Presented by : Wei-Wen Feng 3/12/2008

CS418 GLSL Shader Programming Tutorial (I) Shader Introduction Presented by : Wei-Wen Feng 3/12/2008 MP3 MP3 will be available around Spring Break Don t worry, you got two more weeks after break. Use shader

Computer Graphics Hardware An Overview

Computer Graphics Hardware An Overview Graphics System Monitor Input devices CPU/Memory GPU Raster Graphics System Raster: An array of picture elements Based on raster-scan TV technology The screen (and

A Crash Course on Programmable Graphics Hardware

A Crash Course on Programmable Graphics Hardware Li-Yi Wei Abstract Recent years have witnessed tremendous growth for programmable graphics hardware (GPU), both in terms of performance and functionality.

CS445 Exam 2 Solutions

November 20, 2014 Name CS445 Exam 2 Solutions Fall 2014 1. (max = 15) 5. (max = 21) 2. (max = 8) 6. (max = 16) 3. (max = 10) 7. (max = 16) 4. (max = 14) Final Score: (max=100) Please try to write legibly.

2: Introducing image synthesis. Some orientation how did we get here? Graphics system architecture Overview of OpenGL / GLU / GLUT

COMP27112 Computer Graphics and Image Processing 2: Introducing image synthesis Toby.Howard@manchester.ac.uk 1 Introduction In these notes we ll cover: Some orientation how did we get here? Graphics system

Introduction to Computer Graphics with WebGL

Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico 1 Programming

GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series. By: Binesh Tuladhar Clay Smith

GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series By: Binesh Tuladhar Clay Smith Overview History of GPU s GPU Definition Classical Graphics Pipeline Geforce 6 Series Architecture Vertex

Shading with Shaders Computer Graphics, VT 2015 Lecture 6 Johan Nysjö Centre for Image analysis Swedish University of Agricultural Sciences Uppsala University Today's topics Shading in modern OpenGL Per-vertex

Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005

Recent Advances and Future Trends in Graphics Hardware Michael Doggett Architect November 23, 2005 Overview XBOX360 GPU : Xenos Rendering performance GPU architecture Unified shader Memory Export Texture/Vertex

Computer Graphics. Anders Hast

Computer Graphics Anders Hast Who am I?! 5 years in Industry after graduation, 2 years as high school teacher.! 1996 Teacher, University of Gävle! 2004 PhD, Computerised Image Processing " Computer Graphics!

OpenGL Performance Tuning

OpenGL Performance Tuning Evan Hart ATI Pipeline slides courtesy John Spitzer - NVIDIA Overview What to look for in tuning How it relates to the graphics pipeline Modern areas of interest Vertex Buffer

Overview Motivation and applications Challenges. Dynamic Volume Computation and Visualization on the GPU. GPU feature requests Conclusions

Module 4: Beyond Static Scalar Fields Dynamic Volume Computation and Visualization on the GPU Visualization and Computer Graphics Group University of California, Davis Overview Motivation and applications

GPU Architecture. Michael Doggett ATI

GPU Architecture Michael Doggett ATI GPU Architecture RADEON X1800/X1900 Microsoft s XBOX360 Xenos GPU GPU research areas ATI - Driving the Visual Experience Everywhere Products from cell phones to super

Computer Graphics. Lecture 1:

Computer Graphics Thilo Kielmann Lecture 1: 1 Introduction (basic administrative information) Course Overview + Examples (a.o. Pixar, Blender, ) Graphics Systems Hands-on Session General Introduction http://www.cs.vu.nl/~graphics/

INTRODUCTION TO RENDERING TECHNIQUES

INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature

Writing Applications for the GPU Using the RapidMind Development Platform

Writing Applications for the GPU Using the RapidMind Development Platform Contents Introduction... 1 Graphics Processing Units... 1 RapidMind Development Platform... 2 Writing RapidMind Enabled Applications...

Optimizing AAA Games for Mobile Platforms

Optimizing AAA Games for Mobile Platforms Niklas Smedberg Senior Engine Programmer, Epic Games Who Am I A.k.a. Smedis Epic Games, Unreal Engine 15 years in the industry 30 years of programming C64 demo

Realtime 3D Computer Graphics Virtual Reality

Realtime 3D Computer Graphics Virtual Realit Viewing and projection Classical and General Viewing Transformation Pipeline CPU Pol. DL Pixel Per Vertex Texture Raster Frag FB object ee clip normalized device

QCD as a Video Game?

QCD as a Video Game? Sándor D. Katz Eötvös University Budapest in collaboration with Győző Egri, Zoltán Fodor, Christian Hoelbling Dániel Nógrádi, Kálmán Szabó Outline 1. Introduction 2. GPU architecture

CSE 167: Lecture #3: Projection. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Introduction to Computer Graphics Lecture #3: Projection Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Project 1 due Friday September 30 th, presentation

The Evolution of Computer Graphics. SVP, Content & Technology, NVIDIA

The Evolution of Computer Graphics Tony Tamasi SVP, Content & Technology, NVIDIA Graphics Make great images intricate shapes complex optical effects seamless motion Make them fast invent clever techniques

INFOGR Computer Graphics. J. Bikker - April-July 2016 - Lecture 12: Post-processing. Welcome!

INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 12: Post-processing Welcome! Today s Agenda: The Postprocessing Pipeline Vignetting, Chromatic Aberration Film Grain HDR effects Color Grading

3D Augmented Reality Mobile Application Prototype for Visual Planning Support

3D Augmented Reality Mobile Application Prototype for Visual Planning Support Arnau Fombuena Valero Master s of Science Thesis in Geoinformatics TRITA-GIT EX 11-010 School of Architecture and the Built

Lecture Notes, CEng 477

Computer Graphics Hardware and Software Lecture Notes, CEng 477 What is Computer Graphics? Different things in different contexts: pictures, scenes that are generated by a computer. tools used to make

Introduction GPU Hardware GPU Computing Today GPU Computing Example Outlook Summary. GPU Computing. Numerical Simulation - from Models to Software

GPU Computing Numerical Simulation - from Models to Software Andreas Barthels JASS 2009, Course 2, St. Petersburg, Russia Prof. Dr. Sergey Y. Slavyanov St. Petersburg State University Prof. Dr. Thomas

Data Visualization Using Hardware Accelerated Spline Interpolation

Data Visualization Using Hardware Accelerated Spline Interpolation Petr Kadlec kadlecp2@fel.cvut.cz Marek Gayer xgayer@fel.cvut.cz Czech Technical University Department of Computer Science and Engineering

OpenGL & Delphi Max Kleiner http://max.kleiner.com/download/openssl_opengl.pdf 1/22 OpenGL http://www.opengl.org Evolution of Graphics Assembler (demo pascalspeed.exe) 2D 3D Animation, Simulation (Terrain_delphi.exe)

GUI GRAPHICS AND USER INTERFACES. Welcome to GUI! Mechanics. Mihail Gaianu 26/02/2014 1

Welcome to GUI! Mechanics 26/02/2014 1 Requirements Info If you don t know C++, you CAN take this class additional time investment required early on GUI Java to C++ transition tutorial on course website

NVPRO-PIPELINE A RESEARCH RENDERING PIPELINE MARKUS TAVENRATH MATAVENRATH@NVIDIA.COM SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA

NVPRO-PIPELINE A RESEARCH RENDERING PIPELINE MARKUS TAVENRATH MATAVENRATH@NVIDIA.COM SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA GFLOPS 3500 3000 NVPRO-PIPELINE Peak Double Precision FLOPS GPU perf improved

GPUs Under the Hood. Prof. Aaron Lanterman School of Electrical and Computer Engineering Georgia Institute of Technology

GPUs Under the Hood Prof. Aaron Lanterman School of Electrical and Computer Engineering Georgia Institute of Technology Bandwidth Gravity of modern computer systems The bandwidth between key components

Computer Applications in Textile Engineering. Computer Applications in Textile Engineering

3. Computer Graphics Sungmin Kim http://latam.jnu.ac.kr Computer Graphics Definition Introduction Research field related to the activities that includes graphics as input and output Importance Interactive

We have learnt that the order of how we draw objects in 3D can have an influence on how the final image looks

Review: Last Week We have learnt that the order of how we draw objects in 3D can have an influence on how the final image looks Depth-sort Z-buffer Transparency Orientation of triangle (order of vertices)

Graphics Cards and Graphics Processing Units. Ben Johnstone Russ Martin November 15, 2011

Graphics Cards and Graphics Processing Units Ben Johnstone Russ Martin November 15, 2011 Contents Graphics Processing Units (GPUs) Graphics Pipeline Architectures 8800-GTX200 Fermi Cayman Performance Analysis

LLVM for OpenGL and other stuff. Chris Lattner Apple Computer clattner@apple.com

LLVM for OpenGL and other stuff Chris Lattner Apple Computer clattner@apple.com OpenGL JIT OpenGL Vertex/Pixel Shaders OpenGL Pixel/Vertex Shaders Small program, provided at run-time, to be run on each

Shader Model 3.0, Best Practices. Phil Scott Technical Developer Relations, EMEA

Shader Model 3.0, Best Practices Phil Scott Technical Developer Relations, EMEA Overview Short Pipeline Overview CPU Bound new optimization opportunities Obscure bits of the pipeline that can trip you

GPGPU Computing. Yong Cao

GPGPU Computing Yong Cao Why Graphics Card? It s powerful! A quiet trend Copyright 2009 by Yong Cao Why Graphics Card? It s powerful! Processor Processing Units FLOPs per Unit Clock Speed Processing Power

Image Synthesis. Transparency. computer graphics & visualization

Image Synthesis Transparency Inter-Object realism Covers different kinds of interactions between objects Increasing realism in the scene Relationships between objects easier to understand Shadows, Reflections,

Radeon HD 2900 and Geometry Generation. Michael Doggett

Radeon HD 2900 and Geometry Generation Michael Doggett September 11, 2007 Overview Introduction to 3D Graphics Radeon 2900 Starting Point Requirements Top level Pipeline Blocks from top to bottom Command

Computer Graphics on Mobile Devices VL SS2010 3.0 ECTS

Computer Graphics on Mobile Devices VL SS2010 3.0 ECTS Peter Rautek Rückblick Motivation Vorbesprechung Spiel VL Framework Ablauf Android Basics Android Specifics Activity, Layouts, Service, Intent, Permission,

Introduction to Computer Graphics

Introduction to Computer Graphics Version 1.1, January 2016 David J. Eck Hobart and William Smith Colleges This is a PDF version of a free, on-line book that is available at http://math.hws.edu/graphicsbook/.

Hardware design for ray tracing

Hardware design for ray tracing Jae-sung Yoon Introduction Realtime ray tracing performance has recently been achieved even on single CPU. [Wald et al. 2001, 2002, 2004] However, higher resolutions, complex

Programmable Graphics Hardware

Programmable Graphics Hardware Alessandro Martinelli alessandro.martinelli@unipv.it 6 November 2011 Rendering Pipeline (6): Programmable Graphics Hardware Rendering Architecture First Rendering Pipeline

Silverlight for Windows Embedded Graphics and Rendering Pipeline 1

Silverlight for Windows Embedded Graphics and Rendering Pipeline 1 Silverlight for Windows Embedded Graphics and Rendering Pipeline Windows Embedded Compact 7 Technical Article Writers: David Franklin,

Introduction to Computer Graphics 8. Buffers and Mapping techniques (A)

Introduction to Computer Graphics 8. Buffers and Mapping techniques (A) National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: Hearn and Baker, Computer Graphics, 3rd Ed., Prentice

A Short Introduction to Computer Graphics

A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical

A Pipeline From COLLADA to WebGL for Skeletal Animation

A Pipeline From COLLADA to WebGL for Skeletal Animation Jeffery McRiffey, Ralph M. Butler, and Chrisila C. Pettey Computer Science Department, Middle Tennessee State University, Murfreesboro, TN, USA Abstract

NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 www.nvidia.com

Release 1.1 February 2003 Cg Language Toolkit ALL DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, "MATERIALS") ARE BEING PROVIDED

Dynamic Resolution Rendering

Dynamic Resolution Rendering Doug Binks Introduction The resolution selection screen has been one of the defining aspects of PC gaming since the birth of games. In this whitepaper and the accompanying

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,

CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS

ICCVG 2002 Zakopane, 25-29 Sept. 2002 Rafal Mantiuk (1,2), Sumanta Pattanaik (1), Karol Myszkowski (3) (1) University of Central Florida, USA, (2) Technical University of Szczecin, Poland, (3) Max- Planck-Institut

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies

COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 175-01, Fall 2009 Meetings: TR 1:30-2:45pm Instructor: Sara Su (sarasu@cs.tufts.edu) TA: Matt Menke

Optimizing Unity Games for Mobile Platforms. Angelo Theodorou Software Engineer Unite 2013, 28 th -30 th August

Optimizing Unity Games for Mobile Platforms Angelo Theodorou Software Engineer Unite 2013, 28 th -30 th August Agenda Introduction The author and ARM Preliminary knowledge Unity Pro, OpenGL ES 3.0 Identify

Computer Graphics CS 543 Lecture 12 (Part 1) Curves. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics CS 54 Lecture 1 (Part 1) Curves Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) So Far Dealt with straight lines and flat surfaces Real world objects include

Interactive Level-Set Deformation On the GPU

Interactive Level-Set Deformation On the GPU Institute for Data Analysis and Visualization University of California, Davis Problem Statement Goal Interactive system for deformable surface manipulation

Low power GPUs a view from the industry. Edvard Sørgård

Low power GPUs a view from the industry Edvard Sørgård 1 ARM in Trondheim Graphics technology design centre From 2006 acquisition of Falanx Microsystems AS Origin of the ARM Mali GPUs Main activities today

Tutorial 9: Skeletal Animation

Tutorial 9: Skeletal Animation Summary In the last couple of tutorials, you ve seen how to create a scene graph, and implemented a simple animating cube robot using them. You re probably wondering how

Web Based 3D Visualization for COMSOL Multiphysics

Web Based 3D Visualization for COMSOL Multiphysics M. Jüttner* 1, S. Grabmaier 1, W. M. Rucker 1 1 University of Stuttgart Institute for Theory of Electrical Engineering *Corresponding author: Pfaffenwaldring

Android and OpenGL. Android Smartphone Programming. Matthias Keil. University of Freiburg

Android and OpenGL Android Smartphone Programming Matthias Keil Institute for Computer Science Faculty of Engineering 16. Dezember 2013 Outline 1 OpenGL Introduction 2 Displaying Graphics 3 Interaction

Animation (-4, -2, 0 ) + (( 2, 6, -4 ) - (-4, -2, 0 ))*.75 = (-4, -2, 0 ) + ( 6, 8, -4)*.75 = (.5, 4, -3 ).

Animation A Series of Still Images We Call Animation Animation needs no explanation. We see it in movies and games. We grew up with it in cartoons. Some of the most popular, longest-running television

GPU Christmas Tree Rendering. Evan Hart ehart@nvidia.com

GPU Christmas Tree Rendering Evan Hart ehart@nvidia.com February 2007 Document Change History Version Date Responsible Reason for Change 0.9 2/20/2007 Ehart Betarelease February 2007 ii Beta Release This

B2.53-R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions.

B2.53-R3: COMPUTER GRAPHICS NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions. 2. PART ONE is to be answered in the TEAR-OFF ANSWER

Performance Optimization and Debug Tools for mobile games with PlayCanvas

Performance Optimization and Debug Tools for mobile games with PlayCanvas Jonathan Kirkham, Senior Software Engineer, ARM Will Eastcott, CEO, PlayCanvas 1 Introduction Jonathan Kirkham, ARM Worked with

Shadows. Shadows. Thanks to: Frédo Durand and Seth Teller MIT. Realism Depth cue

Shadows Thanks to: Frédo Durand and Seth Teller MIT 1 Shadows Realism Depth cue 2 1 Shadows as depth cue 3 Spatial relationship between objects Michael McCool Univ of Waterloo 4 2 Spatial relationship

GPU Shading and Rendering: Introduction & Graphics Hardware

GPU Shading and Rendering: Introduction & Graphics Hardware Marc Olano Computer Science and Electrical Engineering University of Maryland, Baltimore County SIGGRAPH 2005 Schedule Shading Technolgy 8:30

Masters of Science in Software & Information Systems

Masters of Science in Software & Information Systems To be developed and delivered in conjunction with Regis University, School for Professional Studies Graphics Programming December, 2005 1 Table of Contents

Introduction to GPU Programming Languages

CSC 391/691: GPU Programming Fall 2011 Introduction to GPU Programming Languages Copyright 2011 Samuel S. Cho http://www.umiacs.umd.edu/ research/gpu/facilities.html Maryland CPU/GPU Cluster Infrastructure

L20: GPU Architecture and Models

L20: GPU Architecture and Models scribe(s): Abdul Khalifa 20.1 Overview GPUs (Graphics Processing Units) are large parallel structure of processing cores capable of rendering graphics efficiently on displays.

3D Graphics and Cameras

3D Graphics and Cameras Kari Pulli Senior Director Overview OpenGL ES 1.x OpenGL ES 2.0 WebGL OpenCV FCam All examples on this session on Android OpenGL: Project vertices to camera connect them to triangles

Volume visualization I Elvins

Volume visualization I Elvins 1 surface fitting algorithms marching cubes dividing cubes direct volume rendering algorithms ray casting, integration methods voxel projection, projected tetrahedra, splatting

Deferred Shading Shawn Hargreaves Overview Don t bother with any lighting while drawing scene geometry Render to a fat framebuffer format, using multiple rendertargets to store data such as the position

Programming 3D Applications with HTML5 and WebGL

Programming 3D Applications with HTML5 and WebGL Tony Parisi Beijing Cambridge Farnham Köln Sebastopol Tokyo Table of Contents Preface ix Part I. Foundations 1. Introduction 3 HTML5: A New Visual Medium

UNIVERSITY OF OSLO. Faculty of Mathematics and Natural Sciences

UNIVERSITY OF OSLO Faculty of Mathematics and Natural Sciences Exam: INF 4300 Digital image analysis Date: Friday December 11, 2009 Exam hours: 14.30-17.30 Number of pages: 7 pages plus 1 page enclosure

The OpenGL R Graphics System: A Specification (Version 3.3 (Core Profile) - March 11, 2010)

The OpenGL R Graphics System: A Specification (Version 3.3 (Core Profile) - March 11, 2010) Mark Segal Kurt Akeley Editor (version 1.1): Chris Frazier Editor (versions 1.2-3.3): Jon Leech Editor (version

GRAPHICS CARDS IN RADIO RECONNAISSANCE: THE GPGPU TECHNOLOGY

IV. Évfolyam 4. szám - 2009. december Fürjes János furjes.janos@chello.hu GRAPHICS CARDS IN RADIO RECONNAISSANCE: THE GPGPU TECHNOLOGY Absztrakt/Abstract Jelen írás egy modern technológiát elemez, amely

Interactive Computer Graphics

Interactive Computer Graphics A Top-Down Approach Using OpenGL FIFTH EDITION EDWARD ANGEL UNIVERSITY OF NEW MEXICO PEARSON Addison Wesley Boston San Francisco New York London Toronto Sydney Tokyo Singapore

DATA VISUALIZATION OF THE GRAPHICS PIPELINE: TRACKING STATE WITH THE STATEVIEWER

DATA VISUALIZATION OF THE GRAPHICS PIPELINE: TRACKING STATE WITH THE STATEVIEWER RAMA HOETZLEIN, DEVELOPER TECHNOLOGY, NVIDIA Data Visualizations assist humans with data analysis by representing information

CHAPTER 9 Rendering Pipeline, Shaders, and Effects In this chapter, you ll learn some of the concepts related to the rendering pipeline, shaders, and effects. The rendering pipeline is responsible for

Procedural Shaders: A Feature Animation Perspective

Procedural Shaders: A Feature Animation Perspective Hector Yee, Rendering Specialist, PDI/DreamWorks David Hart, Senior FX Developer, PDI/DreamWorks Arcot J. Preetham, Senior Engineer, ATI Research Motivation

Lecture 15: Hardware Rendering

Lecture 15: Hardware Rendering Fall 2004 Kavita Bala Computer Science Cornell University Announcements Project discussion this week Proposals: Oct 26 Exam moved to Nov 18 (Thursday) Bounding Volume vs.

RoboCup Advanced 3D Monitor Carla Penedo, João Pavão, Pedro Nunes, and Luis Custódio Instituto de Sistemas e Robótica Instituto Superior Técnico Av. Rovisco Pais 1, 1049-001 Lisboa, Portugal {ccfp,jpp,pmgn}@rnl.ist.utl.pt,

NVFX : A NEW SCENE AND MATERIAL EFFECT FRAMEWORK FOR OPENGL AND DIRECTX. TRISTAN LORACH Senior Devtech Engineer SIGGRAPH 2013

NVFX : A NEW SCENE AND MATERIAL EFFECT FRAMEWORK FOR OPENGL AND DIRECTX TRISTAN LORACH Senior Devtech Engineer SIGGRAPH 2013 nvfx : Plan What is an Effect New Approach and new ideas of nvfx Examples Walkthrough

CS 543: Computer Graphics Lecture 9 (Part I): Raster Graphics: Drawing Lines. Emmanuel Agu

CS 543: Computer Graphics Lecture 9 (Part I): Raster Graphics: Drawing Lines Emmanuel Agu 2D Graphics Pipeline Clipping Object World Coordinates Applying world window Object subset window to viewport mapping

Aston University. School of Engineering & Applied Science

CS2150 Aston University School of Engineering & Applied Science CS2150: Computer Graphics January Examinations 2010 Date: XXX Time: XXX Instructions to Candidates: 1. Answer Question ONE and any other

Midgard GPU Architecture. October 2014

Midgard GPU Architecture October 2014 1 The Midgard Architecture HARDWARE EVOLUTION 2 3 Mali GPU Roadmap Mali-T760 High-Level Architecture Distributes tasks to shader cores Efficient mapping of geometry

AMD GPU Association Targeting GPUs for Load Balancing in OpenGL

AMD GPU Association Targeting GPUs for Load Balancing in OpenGL The contents of this document are provided in connection with Advanced Micro Devices, Inc. ( AMD ) products. THE INFORMATION IN THIS PUBLICATION

CSE 167: Lecture #18: Deferred Rendering. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Introduction to Computer Graphics Lecture #18: Deferred Rendering Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Thursday, Dec 13: Final project presentations

Proseminar Graphikprogrammierung

Proseminar Graphikprogrammierung Matthias Teschner Computer Science Department University of Freiburg Contact Matthias Teschner 052 / 01-005 teschner@informatik.uni-freiburg.de http://cg.informatik.unifreiburg.de/teaching.htm

Game Development in Android Disgruntled Rats LLC. Sean Godinez Brian Morgan Michael Boldischar

Game Development in Android Disgruntled Rats LLC Sean Godinez Brian Morgan Michael Boldischar Overview Introduction Android Tools Game Development OpenGL ES Marketing Summary Questions Introduction Disgruntled

Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE. M.Sc. in Advanced Computer Science. Friday 18 th January 2008.

COMP60321 Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE M.Sc. in Advanced Computer Science Computer Animation Friday 18 th January 2008 Time: 09:45 11:45 Please answer any THREE Questions