# Technical Report. Snow Accumulation

Save this PDF as:

Size: px
Start display at page:

## Transcription

1 Technical Report Snow Accumulation

2 Abstract Games these days are requiring more and more art time. Schedules are blowing out, an game developers are struggling to meet tight schedules. Any method that can produce good looking results, and save art time can be a schedule win for a game title. This sample shows a technique to procedurally render snow accumulation. It also uses SM3.0 to enhance the effect by offsetting vertices based on their snow accumulation value. This sample is based on the paper entitled Real-time rendering of accumulated snow, by Per Ohlsson and Stefan Seipel from Uppsala University. Bryan Dudash NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA /9/2005 TR _v00 i

3 Table of Contents How Does It Work?...2 Exposure Coefficient (Fe)... 3 Incline Coefficient (Fa)... 3 Implementation Details...4 Orthographic depth map resolution and aliasing... 4 Depth precision (not an issue?)... 4 Depth Aliasing... 5 SM3.0 and VTF... 6 Perlin Noise...7

4 How Does It Work? At it s heart, this method calculates the snow coverage of the scene, and then use this information to procedurally modify the mesh and lighting to reflect snow accumulation. Most important to this technique is the orthographic rendering of the snow occluders from the point of the sky. During this rendering we store the distance to the closest point in the scene(similar to a shadow map rendering). Then during the normal render, we transform the point into the ortho rendering. After this, we read from the previous ortho render target and compare the values. If the distances are around the same, then the point is exposed to snow, if it is further away, then it is occluded. After a point is determined to be exposed to snow, we project the normal onto the up vector to determine a level of accumulation. The basic equation for level of accumulation is as follows: F F F e a = = = F e N + F a # samples texturedepth actualdepth >= 0 # samples ( 0,1, 0) Equation 1: Exposure equation. Once we have the full calculated exposure, we render the scene, offsetting vertices based on how much snow the would receive, and coloring pixels based on how much snow they would receive. Both the normal, and the Fa value are jittered using Perlin noise. TR _v00 2

5 Exposure Coefficient (Fe) The Exposure coefficient is calculated by determining if the point being considered is the closest to the snow plane. To do this, we must first calculate which point is closest to the sky. Specifically, we calculate the distance to the closest point and store it in a render target. This is done by first rendering all objects that may occlude the snow using an orthographic projection facing in the direction of snow fall(usually straight down). Then when rendering the real scene, we again transform the point into the orthographic space, and can determine the distance from the sky. This distance value can be interpolated across the pixels and the comparison is done to determine per pixel coverage. Figure 1: Orthographic Depth Rendering Diagram. Green is the original mesh, and he blue area is the part of the mesh that is calculated to be accumulating snow. Incline Coefficient (Fa) The incline coefficient represents the fact that steep slopes will accumulate less snow than flat ground. To accomplish this we simply dot the normal of the surface with the up normal. In actual implementation, this just translates directly to the Y component of the normal, so the operation is just a copy operation. In real life, snow however, follows a much more complicated rule for accumulation, and on slopes, there is an effect called clustering (\$\$\$4 this isn t the name what is it?) We can accomplish a good approximation of this effect by applying a little perlin noise to the Fa value. TR _v00 3

6 Implementation Details The above sections covered general discussions of the technique. This section will cover some details on the sample implementation, including potential artifacts, and how Shader Model 3.0 increases the effect quality. Depth precision This technique and shadow mapping are very similar in that they use a render target from a different point of view to calculate information about a scene. And as such, they share some of the same artifacts. However, one artifact that shadow mapping has is depth precision. This is error induced because you are using a float render target (Z buffer) that doesn t have enough precision to accurately represent the number ranges. This snow technique has the potential to sufer from this issue, but the solution is the same as shadow mapping. Offset your sample to avoid value that may be too close. In general, if two the sampled depth value and the calculated depth value are close to each other, then the surface is exposed, so you can offset by a substantial amount and still have the scene look correct.. Aliasing artifacts Edge Aliasing As you can see in figure 1(previous section), there is some aliasing that occurs because the depth of objects in the scene s quantized into a render target. Depending on the resolution of your render target, these effects may be more pronounced. Figure 2 below shows a low resolution map and single texture sampling, notice the harsh pixilated edges. However, the multisampling adds texture accesses to the pixel shader. This is the same issue that shadow maps run into when the light is far away from the surface and camera positions. Without any type of multisampling, the aliasing become much more visible. TR _v00 4

7 Figure 2: aliasing from using no multi-sample and a very small render target The aliasing issue has two tradeoffs that you can make to improve performance or quality. 1. Increase/Reduce resolution of orthographic depth map. You can change the resolution of your depth map to either increase performance or increase quality. Higher resolution is better quality, but the texture won t be as cache friendly. If you aren t texture bandwidth bound, ten feel free to increase this for no performance penalty. 2. Add extra texture samples You can also add extra texture samples and blend the values together. The more samples you add, the smoother the edges will look. You can also vary the sample distance to control the level of blurriness in the resulting edges. However, more samples increase the texture bandwidth of the shader, and add instructions. If you are shader bound, then adding samples with hurt performance, and removing some will help. Depth Aliasing Even though depth precision is less of an issue for this technique, depth aliasing is still an issue for very steep slopes. Similar to the regular edge aliasing issue, depth aliasing can be fixed by increasing the resolution of the depth map, and/or increasing the number of samples from the depth map. TR _v00 5

8 SM3.0 and VTF With the addition of SM3.0, the snow accumulation becomes more compelling. With SM3.0 we gain the ability to read the exposure depth map in the vertex shader and then offset vertices based on their exposure value (in the direction of the vertex normal). In this sample, I load 4 samples from the depth texture. This is necessary because my mesh is not that heavily tessellated. For a more tessellated mesh, it is possible that a single sample may be sufficient. Also, there is an issue to be aware of when using VTF and offsetting the vertices in the shader. This is the fact that the normals will be incorrect. Depending on how much you offset the vertex, the incorrect normal may be obvious to the viewer. This sample does not address this issue, however, a potential solution would be to generate a new normal in the vertex shader and use that in place of the passed in vertex normal. You could generate the normal, by taking a guess at the snow accum of neighboring points and then crossing the vectors to those guessed points. TR _v00 6

9 Perlin Noise Both the per-pixel normal and the result of the normal dot up vector are jittered using Perlin noise. This is accomplished using a 64x64x64 3D noise texture. Samples from this noise texture are pulled using procedural texture coordinates. Multiple samples are drawn using different frequencies, and amplitudes (according to the standard method of 2x frequency and ½ amplitude each pass) for a number of passes. In writing this demo, we found that 3 passes was enough to give a good effect of random normals. Pseudo code follows: int freq = 1; int amplitude = 1; int noise = 0; for o in octaves noise += amplitude*texture(freq*uv); amplitude /= 2; freq *= 2; endfor This noise value will generally be between [0..1].. So we stretch it into the range of [-1..1] and the it can be used to modify things to give the effect of a extensible random system. TR _v00 7

10 ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE BOARDS, FILES, DRAWINGS, DIAGNOSTICS, LISTS, AND OTHER DOCUMENTS (TOGETHER AND SEPARATELY, MATERIALS ) ARE BEING PROVIDED AS IS." NVIDIA MAKES NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. Information furnished is believed to be accurate and reliable. However, NVIDIA Corporation assumes no responsibility for the consequences of use of such information or for any infringement of patents or other rights of third parties that may result from its use. No license is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation. Specifications mentioned in this publication are subject to change without notice. This publication supersedes and replaces all information previously supplied. NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation. Trademarks NVIDIA, and the NVIDIA logo are trademarks of NVIDIA Corporation. Microsoft, Windows, the Windows logo, and DirectX are registered trademarks of Microsoft Corporation. Copyright Copyright NVIDIA Corporation 2004 TR _v00 8

### White Paper. Cloth Simulation. February 2007 WP-03018-001_v01

White Paper Cloth Simulation February 2007 WP-03018-001_v01 White Paper Document Change History Version Date Responsible Reason for Change _v01 CZ, TS Initial release Go to sdkfeedback@nvidia.com to provide

### Percentage-Closer Soft Shadows. Louis Bavoil

Percentage-Closer Soft Shadows Louis Bavoil lbavoil@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 July 8, 2008 Louis Bavoil Initial release Overview Soft shadows are

### Image Denoising. Alexander Kharlamov Victor Podlozhnyuk.

Image Denoising Alexander Kharlamov akharlamov@nvidia.com Victor Podlozhnyuk vpodlozhnyuk@nvidia.com Document Change History Version Date Responsible Reason for Change 0.9 04/16/007 akharlamov Initial

### NVIDIA GeForce GTX 580 GPU Datasheet

NVIDIA GeForce GTX 580 GPU Datasheet NVIDIA GeForce GTX 580 GPU Datasheet 3D Graphics Full Microsoft DirectX 11 Shader Model 5.0 support: o NVIDIA PolyMorph Engine with distributed HW tessellation engines

### Workstation Applications for Windows. NVIDIA MAXtreme User s Guide

Workstation Applications for Windows NVIDIA MAXtreme User s Guide Software Version: 6.00.xx NVIDIA Corporation February 2004 NVIDIA MAXtreme Published by NVIDIA Corporation 2701 San Tomas Expressway Santa

### 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

### 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

### User Guide. Atlas Comparison Viewer

User Guide Atlas Comparison Viewer The Atlas Comparison Viewer is used to visualize the output from the Atlas Creation Tool. The Viewer focuses on image quality comparisons to allow developers to test

### 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

### Application Note. nforce 220/420 Platform Installing nforce Core Drivers Under Windows 98

Application Note nforce 220/420 Platform Installing nforce Core Drivers Under Windows 98 Installing Core Drivers Under Windows 98 This application note provides instructions to install the NVIDIA nforce

Head-Coupled Perspective Introduction Head-Coupled Perspective (HCP) refers to a technique of rendering a scene that takes into account the position of the viewer relative to the display. As a viewer moves

### Histogram calculation in CUDA. Victor Podlozhnyuk

Histogram calculation in CUDA Victor Podlozhnyuk vpodlozhnyuk@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 06/15/2007 vpodlozhnyuk Initial release 1.1.0 11/06/2007

### 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

### 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

### Technical Brief. Fast Texture Downloads and Readbacks using Pixel Buffer Objects in OpenGL. August 2005 TB-02011-001_v01

Technical Brief Fast Texture Downloads and Readbacks using Pixel Buffer Objects in OpenGL August 2005 TB-02011-001_v01 Document Change History Version Date Responsible Reason for Change 01 00/00/00 Initial

### Technical Brief. NVIDIA nview Display Management Software. May 2009 TB-03966-001_v02

Technical Brief NVIDIA nview Display Management Software May 2009 TB-03966-001_v02 nview Display Management Software Introduction NVIDIA nview Display Management Software delivers maximum flexibility

### Image Synthesis. Ambient Occlusion. computer graphics & visualization

Image Synthesis Ambient Occlusion Ambient Occlusion (AO) Ambient Occlusion approximates the diffuse illumination of a surface based on its directly visible occluders Idea: Trace rays through the normal-oriented

### Atlas Creation Tool Using the Command-line Tool

Atlas Creation Tool Using the Command-line Tool The Atlas Creation Tool is a command-line tool that accepts a collection of arbitrary textures and packs them into one or more texture atlases. At the end

### 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

### Tegra Android Accelerometer Whitepaper

Tegra Android Accelerometer Whitepaper Version 5-1 - Contents INTRODUCTION 3 COORDINATE SPACE GLOSSARY 4 ACCELEROMETER CANONICAL AXES 6 WORKING WITH ACCELEROMETER DATA 7 POWER CONSERVATION 10 SUPPORTING

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

### Investigation of Color Aliasing of High Spatial Frequencies and Edges for Bayer-Pattern Sensors and Foveon X3 Direct Image Sensors

Investigation of Color Aliasing of High Spatial Frequencies and Edges for Bayer-Pattern Sensors and Foveon X3 Direct Image Sensors Rudolph J. Guttosch Foveon, Inc. Santa Clara, CA Abstract The reproduction

### Whitepaper. NVIDIA DirectTouch Architecture

Whitepaper NVIDIA DirectTouch Architecture 1 Table of Contents... 1 Touch Interface Background... 3 Benefits of NVIDIA DirectTouch Architecture... 4 Conclusion... 6 Document Revision History... 7 2 Touch

NVIDIA QUADRO SDI MERCURY TRANSMIT PLUGIN FOR ADOBE CS6 DU-06328-001_v01 May 2012 User s Guide DOCUMENT CHANGE HISTORY DU-06328-001_v01 Version Date Authors Description of Change 01 May 4, 2012 TT, SM

### 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

### Technical Brief. Introducing Hybrid SLI Technology. March 11, 2008 TB-03875-001_v01

Technical Brief Introducing Hybrid SLI Technology March 11, 2008 TB-03875-001_v01 Document Change History Version Date Responsible Description of Change 01 March 11, 2008 SR, DV Initial release ii March

### Cg Toolkit. Cg 1.4.1 March 2006 Release Notes

Cg Toolkit Cg 1.4.1 March 2006 Release Notes Cg Toolkit Release Notes The Cg Toolkit allows developers to write and run Cg programs using a wide variety of hardware platforms and graphics APIs. Originally

### 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

### NVIDIA VIDEO CODEC SDK APPLICATION NOTE - ENCODER

NVIDIA VIDEO CODEC SDK APPLICATION NOTE - ENCODER NVENC_DA-06209-001_v08 Nov 2016 Application Note NVENC - NVIDIA Hardware Video Encoder NVENC_DA-06209-001_v08 i DOCUMENT CHANGE HISTORY NVENC_DA-06209-001_v08

### NVENC NVIDIA HARDWARE VIDEO ENCODER

NVENC NVIDIA HARDWARE VIDEO ENCODER NVENC_DA-06209-001_v04 July 2014 Application Note DOCUMENT CHANGE HISTORY NVENC_DA-06209-001_v04 Version Date Authors Description of Change 01 January 30,2012 AP/CC

### NVIDIA VIDEO ENCODER 5.0

NVIDIA VIDEO ENCODER 5.0 NVENC_DA-06209-001_v06 November 2014 Application Note NVENC - NVIDIA Hardware Video Encoder 5.0 NVENC_DA-06209-001_v06 i DOCUMENT CHANGE HISTORY NVENC_DA-06209-001_v06 Version

### QUADRO AND NVS DISPLAY RESOLUTION SUPPORT

QUADRO AND NVS DISPLAY RESOLUTION SUPPORT DA-07089-001_v02 October 2014 Application Note DOCUMENT CHANGE HISTORY DA-07089-001_v02 Version Date Authors Description of Change 01 November 1, 2013 AP, SM Initial

### Computer Graphics. Course SS 2007 Antialiasing. computer graphics & visualization

Computer Graphics Course SS 2007 Antialiasing How to avoid spatial aliasing caused by an undersampling of the signal, i.e. the sampling frequency is not high enough to cover all details Supersampling -

### 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.

### Technical Brief. DualNet with Teaming Advanced Networking. October 2006 TB-02499-001_v02

Technical Brief DualNet with Teaming Advanced Networking October 2006 TB-02499-001_v02 Table of Contents DualNet with Teaming...3 What Is DualNet?...3 Teaming...5 TCP/IP Acceleration...7 Home Gateway...9

### 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,

### NVIDIA NVIEW DESKTOP MANAGEMENT SOFTWARE

NVIDIA NVIEW DESKTOP MANAGEMENT SOFTWARE TB-03966-001_v03 September 2013 Technical Brief DOCUMENT CHANGE HISTORY TB-03966-001_v03 Version Date Authors Description of Change 01 April 21, 2008 DW Initial

### 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

### Advanced Visual Effects with Direct3D

Advanced Visual Effects with Direct3D Presenters: Mike Burrows, Sim Dietrich, David Gosselin, Kev Gee, Jeff Grills, Shawn Hargreaves, Richard Huddy, Gary McTaggart, Jason Mitchell, Ashutosh Rege and Matthias

### NVIDIA GeForce Experience

NVIDIA GeForce Experience DU-05620-001_v02 October 9, 2012 User Guide TABLE OF CONTENTS 1 NVIDIA GeForce Experience User Guide... 1 About GeForce Experience... 1 Installing and Setting Up GeForce Experience...

### Binomial option pricing model. Victor Podlozhnyuk vpodlozhnyuk@nvidia.com

Binomial option pricing model Victor Podlozhnyuk vpodlozhnyuk@nvidia.com Document Change History Version Date Responsible Reason for Change 0.9 2007/03/19 vpodlozhnyuk Initial release 1.0 2007/04/05 Mharris

### Black-Scholes option pricing. Victor Podlozhnyuk vpodlozhnyuk@nvidia.com

Black-Scholes option pricing Victor Podlozhnyuk vpodlozhnyuk@nvidia.com June 007 Document Change History Version Date Responsible Reason for Change 0.9 007/03/19 vpodlozhnyuk Initial release 1.0 007/04/06

### High Dynamic Range and other Fun Shader Tricks. Simon Green

High Dynamic Range and other Fun Shader Tricks Simon Green Demo Group Motto If you can t make it good, make it big. If you can t make it big, make it shiny. Overview The OpenGL vertex program and texture

### Shadow Algorithms. Image Processing and Computer Graphics. Matthias Teschner. Computer Science Department University of Freiburg

Image Processing and Computer Graphics Shadow Algorithms Matthias Teschner Computer Science Department University of Freiburg University of Freiburg Computer Science Department Computer Graphics - 1 Outline

### How To Plan Optimizations with Unity*

How To Plan Optimizations with Unity* Abstract Unity provides a number of tools and settings to help make games perform smoothly. For this project, we chose ones we thought could prove to be troublesome

### Image Processing and Computer Graphics. Texture Mapping. Matthias Teschner. Computer Science Department University of Freiburg

Image Processing and Computer Graphics Texture Mapping Matthias Teschner Computer Science Department University of Freiburg Motivation adding per-pixel surface details without raising the geometric complexity

### Ray Tracing: Color and Texture

Ale xb ento n, Sup Bent Univer o por s ted n@da ity of Cam in p mtp.c art by G am.ac bridge A oog.uk. le U K, L td Ray Tracing: Color and Texture Shadows To simulate shadows in ray tracing, fire a ray

### Fur, Bumps, and Shadows. Alex Vlachos 3D Application Research Group Lead Programmer, Demo Team

Fur, Bumps, and Shadows Alex Vlachos 3D Application Research Group Lead Programmer, Demo Team AVlachos@ati.com Outline Fur Generation Tool Normal Mapper Tool Shadow Techniques Used In 9700 Animusic Demo

### 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

### Computer Graphics. Introduction. Computer graphics. What is computer graphics? Yung-Yu Chuang

Introduction Computer Graphics Instructor: Yung-Yu Chuang ( 莊 永 裕 ) E-mail: c@csie.ntu.edu.tw Office: CSIE 527 Grading: a MatchMove project Computer Science ce & Information o Technolog og Yung-Yu Chuang

### GPU Random Numbers via the Tiny Encryption Algorithm

GPU Random Numbers via the Tiny Encryption Algorithm Fahad Zafar, Marc Olano and Aaron Curtis University of Maryland Baltimore County 1 Outline Introduction Previous Work Analysis and Results Monte Carlo

### Monte-Carlo Option Pricing. Victor Podlozhnyuk vpodlozhnyuk@nvidia.com

Monte-Carlo Option Pricing Victor Podlozhnyuk vpodlozhnyuk@nvidia.com Document Change History Version Date Responsible Reason for Change 1. 3//7 vpodlozhnyuk Initial release Abstract The pricing of options

### Water Flow in. Alex Vlachos, Valve July 28, 2010

Water Flow in Alex Vlachos, Valve July 28, 2010 Outline Goals & Technical Constraints How Artists Create Flow Maps Flowing Normal Maps in Left 4 Dead 2 Flowing Color Maps in Portal 2 Left 4 Dead 2 Goals

### Understanding CIC Compensation Filters

Understanding CIC Compensation Filters April 2007, ver. 1.0 Application Note 455 Introduction f The cascaded integrator-comb (CIC) filter is a class of hardware-efficient linear phase finite impulse response

### CS 248 Assignment 2 Polygon Scan Conversion. CS248 Presented by Josh Wiseman Stanford University October 19, 2005

CS 248 Assignment 2 Polygon Scan Conversion CS248 Presented by Josh Wiseman Stanford University October 19, 2005 Announcements First thing: read README.animgui animgui.. It should tell you everything you

### Enabling High Performance Graphics Rendering on Optimus Systems

Enabling High Performance Graphics Rendering on Optimus Systems TB-05942-003v02 July 2012 Driver Technical Note for Notebooks 03 ENABLING HIGH PERFORMANCE GRAPHICS RENDERING ON OPTIMUS SYSTEMS A key feature

### QUADRO AND NVS DISPLAY RESOLUTION SUPPORT

QUADRO AND NVS DISPLAY RESOLUTION SUPPORT DA-07089-001_v03 June 2016 Application Note DOCUMENT CHANGE HISTORY DA-07089-001_v03 Version Date Authors Description of Change 01 November 1, 2013 AP, SM Initial

### SDK White Paper. Fresnel Reflection

SDK White Paper Fresnel Reflection WP-01401-001-v01 July 2004 Abstract About Fresnel Reflections When light strikes a material boundary, Fresnel reflection describes how much light reflects at that boundary

### NVIDIA Networking User s Guide. Version 1.0

NVIDIA Networking User s Guide Version 1.0 NVIDIA Corporation May 3, 2006 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara, CA 95050 Notice ALL NVIDIA DESIGN SPECIFICATIONS, REFERENCE

### 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

### Modern Graphics Engine Design. Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com

Modern Graphics Engine Design Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Overview Modern Engine Features Modern Engine Challenges Scene Management Culling & Batching Geometry Management Collision

### ATI Avivo HD Technology Brief (July 2008)

ATI Avivo HD Technology Brief (July 2008) Table of Contents INTRODUCTION... 2 SEAMLESS & EFFICIENT HD PLAYBACK... 2 Unified Video Decoder (UVD)... 2 2 nd generation: UVD 2... 3 CLEAR & CRISP IMAGE QUALITY...

### ADVANCED SKIN SHADING WITH FACEWORKS. Nathan Reed NVIDIA March 24, 2014

ADVANCED SKIN SHADING WITH FACEWORKS Nathan Reed NVIDIA March 24, 2014 DIGITAL IRA Tech demo Collaboration with Dr. Paul Debevec at USC Lots of other inspiring work on skin & eyes [Penner10], [Jimenez12],

### Deferred Shading & Screen Space Effects

Deferred Shading & Screen Space Effects State of the Art Rendering Techniques used in the 3D Games Industry Sebastian Lehmann 11. Februar 2014 FREESTYLE PROJECT GRAPHICS PROGRAMMING LAB CHAIR OF COMPUTER

### 3D STEREO SETUP WITH PROJECTOR

3D STEREO SETUP WITH PROJECTOR DA-07307-001_v01 June 2014 Application Note DOCUMENT CHANGE HISTORY DA-07307-001_v01 Version Date Authors Description of Change 01 June 18, 2014 EL, SM Initial Release 3D

### 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

### Ray Casting. Simplest shading approach is to perform independent lighting calculation for every pixel

Ray Casting Simplest shading approach is to perform independent lighting calculation for every pixel ) ) ( ) ( ( + + + = i i n i S i i D AL A E I R V K I L N K I K I I Polygon Rendering Methods Given a

### A Adobe RGB Color Space

Adobe RGB Color Space Specification Version DRAFT October 2, 2004 Please send comments to mailto:lars.borg@adobe.com This publication and the information herein are subject to change without notice, and

### Intel 810 and 815 Chipset Family Dynamic Video Memory Technology

Intel 810 and 815 Chipset Family Dynamic Video Technology Revision 3.0 March 2002 March 2002 1 Information in this document is provided in connection with Intel products. No license, express or implied,

### Polygon Scan Conversion and Z-Buffering

Polygon Scan Conversion and Z-Buffering Rasterization Rasterization takes shapes like triangles and determines which pixels to fill. 2 Filling Polygons First approach:. Polygon Scan-Conversion Rasterize

### RADEON 9000 PRO MAC EDITION User s Guide

QUADRO POWER GUIDELINES DA-07261-001_v03 July 2015 Application Note DOCUMENT CHANGE HISTORY DA-07261-001_v03 Version Date Authors Description of Change 01 June 6, 2014 VL, SM Initial Release 02 June 2,

### SkillsUSA 2014 Contest Projects 3-D Visualization and Animation

SkillsUSA Contest Projects 3-D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before

### Improved Alpha-Tested Magnification for Vector Textures and Special Effects

Improved Alpha-Tested Magnification for Vector Textures and Special Effects Chris Green Valve (a) 64x64 texture, alpha-blended (b) 64x64 texture, alpha tested (c) 64x64 texture using our technique Figure

### Using Photorealistic RenderMan for High-Quality Direct Volume Rendering

Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam cjam@sdsc.edu Mike Bailey mjb@sdsc.edu San Diego Supercomputer Center University of California San Diego Abstract With

### 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

### 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,

### 3D Models Specifications for TerraExplorer

3D Models Specifications for TerraExplorer w w w. S k y l i n e G l o b e. c o m -1- Table of Contents CHAPTER 1. SUPPORTED FORMATS... 3 CHAPTER 2. DIRECTX CONVERTERS... 7 CHAPTER 3. OPENFLIGHT CONVERTERS...

### 2

1 2 Prior presenters have well explained the MLAA algorithm and some implementation approaches, as well as some of the motivations for its use (alternative to MSAA, lower memory, application to deferred

### To determine vertical angular frequency, we need to express vertical viewing angle in terms of and. 2tan. (degree). (1 pt)

Polytechnic University, Dept. Electrical and Computer Engineering EL6123 --- Video Processing, S12 (Prof. Yao Wang) Solution to Midterm Exam Closed Book, 1 sheet of notes (double sided) allowed 1. (5 pt)

### 3D Graphics for Embedded Systems

EuroGraphics Italian Chapter Catania, Feb 24 th 2006 3D Graphics for Embedded Systems From standards, through R&D to applicable innovations Massimiliano Barone Imaging, Rendering, Human Machine Interaction

### Whitepaper. NVIDIA Miracast Wireless Display Architecture

Whitepaper NVIDIA Miracast Wireless Display Architecture 1 Table of Content Miracast Wireless Display Background... 3 NVIDIA Miracast Architecture... 4 Benefits of NVIDIA Miracast Architecture... 5 Summary...

### Evolution of the Programmable Graphics Pipeline

Evolution of the Graphics Pipeline Lecture 2 Original Slides by: Suresh Venkatasubramanian Updates by Joseph Kider Course Roadmap Graphics Pipeline (GLSL) GP (GLSL) Briefly Computing (CUDA, OpenCL) Choose

### Making natural looking Volumetric Clouds In Blender 2.48a

I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D

### Ray tracing for the movie Cars

Ray tracing for the movie Cars Per Christensen Pixar Animation Studios Ayia Napa Seminar, June 2006 Cars challenges Animation: cars that move, talk, think Rendering: geometric complexity ray tracing: reflections,

### 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

### Pipeliner CRM Phaenomena Guide Sales Target Tracking. 2015 Pipelinersales Inc. www.pipelinersales.com

Sales Target Tracking 05 Pipelinersales Inc. www.pipelinersales.com Sales Target Tracking Learn how to set up Sales Target with Pipeliner Sales CRM Application. CONTENT. Setting up Sales Dynamic Target

### THE OPENGL SHADING LANGUAGE 1

THE OPENGL SHADING LANGUAGE 1 John Kessenich Dave Baldwin Randi Rost Language Version 1.10 Document Revision 59 30-April-2004 i The OpenGL Shading Language Copyright 2002-2004 3Dlabs, Inc. Ltd. This document

### Scaling Networking Solutions for IoT Challenges and Opportunities

Scaling Networking Solutions for IoT Challenges and Opportunities Anil Kumar, Intel. Santa Clara, CA USA April 2015 1 Legal Disclaimer INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL

### 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,

### DUAL MONITOR DRIVER AND VBIOS UPDATE

DUAL MONITOR DRIVER AND VBIOS UPDATE RN-07046-001_v01 September 2013 Release Notes DOCUMENT CHANGE HISTORY RN-07046-001_v01 Version Date Authors Description of Change 01 September 30, 2013 MD, SM Initial

### 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)

### 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

### Blender addons ESRI Shapefile import/export and georeferenced raster import

Blender addons ESRI Shapefile import/export and georeferenced raster import This blender addon is a collection of 4 tools: ESRI Shapefile importer - Import point, pointz, polyline, polylinez, polygon,

### 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

### Real-time skin rendering on graphics hardware

Real-time skin rendering on graphics hardware Pedro V. Sander David Gosselin Jason L. Mitchell ATI Research Skin shading Most lighting comes from sub-surface scattering Traditional Lambertian lighting

-128-9. Illumination and Shading Approaches for visual realism: 1. Remove hidden surfaces 2. Shade the visible surfaces and reproduce shadows 3. Reproduce surface properties: texture degree of transparency,