The Computer Graphics Pipeline

Size: px
Start display at page:

Download "The Computer Graphics Pipeline"

Transcription

1 The Computer Graphics Pipeline vertices Vertex Processor Clipper and Assembler Rasterizer Fragment Processor pixels Programmable vs. Fixed Function Pipeline SIMD ECS 175 Chapter 2: The Computer Graphics Pipeline - Review 1

2 Chapter 3 1. Introduction 2. The Computer Graphics Pipeline 3. Object Representation 4. Object Transformation 5. 3D Projections, Camera, and Lighting 6. Scene Representation and Interaction 7. Advanced Texturing and Shading 2

3 Input - From Objects to Images How do we represent objects on the computer? Fulfill a number of requirements Low memory consumption Easy application of transformation operations (translate, clip, ) Closed representation (Object + Operation = Object) Easy to render Answer: Compose object of simpler base elements Vertices, Lines, Polygons (Triangles, Quads, ) Object represented as mesh/tessellation Additional optical properties (color) 3

4 Input - Basic Elements Vertex, Line, Triangle Drawing in OpenGL (fixed function - not using VBO): glbegin(gl_points); glbegin(gl_lines); glbegin(gl_triangles) glvertex2f(x,y); glvertex2f(x1,y1); glvertex2f(x1,y1); glend(); glvertex2f(x2,y2); glvertex2f(x2,y2); glend(); glvertex2f(x3,y3); glend(); 4

5 Input - Basic Elements Chrschn Wikimedia Commons 5

6 Remember the Graphics Pipeline vertices Vertex Processor Clipper and Assembler Rasterizer Fragment Processor pixels 3D Triangles Clipped Triangles 2D Triangles Fragments This chapter assumes a static 2D world After transformations and clipping What does our input look like? How do we show it on screen? 6

7 Rasterization Rasterization of 2D lines and triangles At this stage vertices are given in screen coordinates (2D) Attributes (color, depth, etc.) given per vertex 7

8 Rasterization Create fragments (potential pixels) Interpolate attributes (color, depth, etc.) from vertices Identify target pixels Integer grid centered at 0 or 0.5 (OpenGL) Here: pixels are squares 8

9 Rasterization DDA algorithm (digital differential analyzer) for lines y x = y 2 y 1 x 2 x 1 = m 0 m 1 y = m x float y = y 1 ; for(int x = x 1 ;x <= x 2 ;++x, y+=m) setpixel(x,round(y)); 9

10 Rasterization DDA algorithm Find best y for each x Slope condition is important (cover symmetric cases) 0 m 1 float y = y 1 ; for(int x = x 1 ;x <= x 2 ;++x, y+=m) setpixel(x,round(y)); 10

11 Rasterization Bresenham s algorithm avoids floating point operations 0 m 1 decide between y i and y i +1 y = y x x + b f(x, y) =x y + b x y x =0 decision based on sign of f(x +1,y+0.5) 11

12 Rasterization f(x, y) =x y + b x y x =0 D 0 = f(x 0 +1,y ) f(x 0,y 0 ) D 0 = y 1 2 x incremental decision variable if D >= 0 pick upper candidate D k+1 = D k + y if D k < 0 y x else multiply D by 2 to ensure integers 12

13 Rasterization Some examples 13

14 Rasterization Anti-aliasing (AA) Super sampling AA (SSAA) Multisample AA (MSAA) 14

15 Rasterization Rasterization of polygons not convex not simple Fill inside of polygon What is inside? Orientation: Clockwise, Counterclockwise 15

16 Rasterization What fragment positions are inside? odd-even test winding number 16

17 Rasterization Scanline algorithm Flood fill, Rasterizer interpolates attributes from vertices to fragments 17

18 What about colors? Colors (and other attributes) are specified at vertices How do we find values inside of polygons? 18

19 Interpolation Interpolation constructs new data within the range of known data points Construct a function with continuous domain from discrete data linear quadratic 19

20 Interpolation Mathematical formulation: Given (x i,f i ) ( positions and values ) Find function f defined on [x 0,x n ] such that f(x i )=f i 20

21 Interpolation We have already seen that there can be multiple solutions How do we pick the right function? Answer: Introduce constraints and/or make use of knowledge about data 21

22 Interpolation: Side Note Related concepts: Approximation Extrapolation 22

23 Interpolation: Linear Linear interpolation Interpolation conditions f(x 0 = 0) = f 0 f(x 1 = 1) = f 1 Linear interpolation Solution Alternative form f(x) =a + mx f(x) =f 0 +(f 1 f 0 )x f(u) =(1 u)f 0 + uf 1 23

24 Interpolation: Linear Linear interpolation Alternative form f(u) =(1 u)f 0 + uf 1 Values between x 0 and x 1 are mixtures of f 0 and f 1 u =0.2 80%f %f 1 24

25 Interpolation: Linear Basis functions/blending functions f(u) =(1 u)f 0 + uf 1 (1 u)+u =1 partition of unity f(u) =b 0 (u) f 0 + b 1 (u) f 1 f(u) = i b i (u) f i control point contributions are blended together 25

26 What about colors? Linear interpolation (component-wise) f RGB (t) =(f R (t),f G (t),f B (t)) 26

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

More information

Introduction to Computer Graphics

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

More information

A Short Introduction to Computer Graphics

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

More information

Computer Graphics Hardware An Overview

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

More information

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

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

More information

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

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

More information

Scan-Line Fill. Scan-Line Algorithm. Sort by scan line Fill each span vertex order generated by vertex list

Scan-Line Fill. Scan-Line Algorithm. Sort by scan line Fill each span vertex order generated by vertex list Scan-Line Fill Can also fill by maintaining a data structure of all intersections of polygons with scan lines Sort by scan line Fill each span vertex order generated by vertex list desired order Scan-Line

More information

INTRODUCTION TO RENDERING TECHNIQUES

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

More information

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 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

More information

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 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

More information

Radeon HD 2900 and Geometry Generation. Michael Doggett

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

More information

Lecture Notes, CEng 477

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

More information

Image Synthesis. Transparency. computer graphics & visualization

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,

More information

COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies

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

More information

GPU Architecture. Michael Doggett ATI

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

More information

Real-Time Realistic Rendering. Michael Doggett Docent Department of Computer Science Lund university

Real-Time Realistic Rendering. Michael Doggett Docent Department of Computer Science Lund university Real-Time Realistic Rendering Michael Doggett Docent Department of Computer Science Lund university 30-5-2011 Visually realistic goal force[d] us to completely rethink the entire rendering process. Cook

More information

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 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

More information

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. 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

More information

OpenGL Performance Tuning

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

More information

G.H. Raisoni College of Engineering, Nagpur. Department of Information Technology

G.H. Raisoni College of Engineering, Nagpur. Department of Information Technology Practical List 1) WAP to implement line generation using DDA algorithm 2) WAP to implement line using Bresenham s line generation algorithm. 3) WAP to generate circle using circle generation algorithm

More information

Computer Graphics. Anders Hast

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!

More information

How To Teach Computer Graphics

How To Teach Computer Graphics 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/

More information

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

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

More information

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

More information

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 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

More information

Examples. Pac-Man, Frogger, Tempest, Joust,

Examples. Pac-Man, Frogger, Tempest, Joust, Examples Arcade Games Missile il Command, Space Invaders, Breakout, Centipede, Pac-Man, Frogger, Tempest, Joust, Important Traits: Easy-to-learn simple controls Move objects around the screen Single-screen

More information

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

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

More information

Shader Model 3.0. Ashu Rege. NVIDIA Developer Technology Group

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

More information

Dynamic Resolution Rendering

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

More information

SPERNER S LEMMA AND BROUWER S FIXED POINT THEOREM

SPERNER S LEMMA AND BROUWER S FIXED POINT THEOREM SPERNER S LEMMA AND BROUWER S FIXED POINT THEOREM ALEX WRIGHT 1. Intoduction A fixed point of a function f from a set X into itself is a point x 0 satisfying f(x 0 ) = x 0. Theorems which establish the

More information

Scan Conversion of Filled Primitives Rectangles Polygons. Many concepts are easy in continuous space - Difficult in discrete space

Scan Conversion of Filled Primitives Rectangles Polygons. Many concepts are easy in continuous space - Difficult in discrete space Walters@buffalo.edu CSE 480/580 Lecture 7 Slide 1 2D Primitives I Point-plotting (Scan Conversion) Lines Circles Ellipses Scan Conversion of Filled Primitives Rectangles Polygons Clipping In graphics must

More information

Computer Graphics on Mobile Devices VL SS2010 3.0 ECTS

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,

More information

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

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

More information

QCD as a Video Game?

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

More information

L20: GPU Architecture and Models

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.

More information

NVIDIA workstation 3D graphics card upgrade options deliver productivity improvements and superior image quality

NVIDIA workstation 3D graphics card upgrade options deliver productivity improvements and superior image quality Hardware Announcement ZG09-0170, dated March 31, 2009 NVIDIA workstation 3D graphics card upgrade options deliver productivity improvements and superior image quality Table of contents 1 At a glance 3

More information

Realtime 3D Computer Graphics Virtual Reality

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

More information

Optimizing AAA Games for Mobile Platforms

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

More information

GRAPHICS CARDS IN RADIO RECONNAISSANCE: THE GPGPU TECHNOLOGY

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

More information

3D Analysis and Surface Modeling

3D Analysis and Surface Modeling 3D Analysis and Surface Modeling Dr. Fang Qiu Surface Analysis and 3D Visualization Surface Model Data Set Grid vs. TIN 2D vs. 3D shape Creating Surface Model Creating TIN Creating 3D features Surface

More information

Data Visualization Using Hardware Accelerated Spline Interpolation

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

More information

Polynomial Operations and Factoring

Polynomial Operations and Factoring Algebra 1, Quarter 4, Unit 4.1 Polynomial Operations and Factoring Overview Number of instructional days: 15 (1 day = 45 60 minutes) Content to be learned Identify terms, coefficients, and degree of polynomials.

More information

Interactive Information Visualization using Graphics Hardware Študentská vedecká konferencia 2006

Interactive Information Visualization using Graphics Hardware Študentská vedecká konferencia 2006 FAKULTA MATEMATIKY, FYZIKY A INFORMATIKY UNIVERZITY KOMENSKHO V BRATISLAVE Katedra aplikovanej informatiky Interactive Information Visualization using Graphics Hardware Študentská vedecká konferencia 2006

More information

Triangle Scan Conversion using 2D Homogeneous Coordinates

Triangle Scan Conversion using 2D Homogeneous Coordinates Triangle Scan Conversion using 2D Homogeneous Coordinates Marc Olano 1 Trey Greer 2 University of North Carolina Hewlett-Packard ABSTRACT We present a new triangle scan conversion algorithm that works

More information

Advanced Visual Effects with Direct3D

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

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: *Define object in local coordinates *Place object in world coordinates (modeling transformation)

More information

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 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

More information

A Crash Course on Programmable Graphics Hardware

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.

More information

1. INTRODUCTION Graphics 2

1. INTRODUCTION Graphics 2 1. INTRODUCTION Graphics 2 06-02408 Level 3 10 credits in Semester 2 Professor Aleš Leonardis Slides by Professor Ela Claridge What is computer graphics? The art of 3D graphics is the art of fooling the

More information

Degree Reduction of Interval SB Curves

Degree Reduction of Interval SB Curves International Journal of Video&Image Processing and Network Security IJVIPNS-IJENS Vol:13 No:04 1 Degree Reduction of Interval SB Curves O. Ismail, Senior Member, IEEE Abstract Ball basis was introduced

More information

GPGPU Computing. Yong Cao

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

More information

Lezione 4: Grafica 3D*(II)

Lezione 4: Grafica 3D*(II) Lezione 4: Grafica 3D*(II) Informatica Multimediale Docente: Umberto Castellani *I lucidi sono tratti da una lezione di Maura Melotti (m.melotti@cineca.it) RENDERING Rendering What is rendering? Rendering

More information

Interactive Computer Graphics

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

More information

Touchstone -A Fresh Approach to Multimedia for the PC

Touchstone -A Fresh Approach to Multimedia for the PC Touchstone -A Fresh Approach to Multimedia for the PC Emmett Kilgariff Martin Randall Silicon Engineering, Inc Presentation Outline Touchstone Background Chipset Overview Sprite Chip Tiler Chip Compressed

More information

Algebra I Vocabulary Cards

Algebra I Vocabulary Cards Algebra I Vocabulary Cards Table of Contents Expressions and Operations Natural Numbers Whole Numbers Integers Rational Numbers Irrational Numbers Real Numbers Absolute Value Order of Operations Expression

More information

Pre-Algebra 2008. Academic Content Standards Grade Eight Ohio. Number, Number Sense and Operations Standard. Number and Number Systems

Pre-Algebra 2008. Academic Content Standards Grade Eight Ohio. Number, Number Sense and Operations Standard. Number and Number Systems Academic Content Standards Grade Eight Ohio Pre-Algebra 2008 STANDARDS Number, Number Sense and Operations Standard Number and Number Systems 1. Use scientific notation to express large numbers and small

More information

Lecture 3. Linear Programming. 3B1B Optimization Michaelmas 2015 A. Zisserman. Extreme solutions. Simplex method. Interior point method

Lecture 3. Linear Programming. 3B1B Optimization Michaelmas 2015 A. Zisserman. Extreme solutions. Simplex method. Interior point method Lecture 3 3B1B Optimization Michaelmas 2015 A. Zisserman Linear Programming Extreme solutions Simplex method Interior point method Integer programming and relaxation The Optimization Tree Linear Programming

More information

Institution : Majmaah University. Academic Department : College of Science at AzZulfi. Programme : Computer Science and Information Course :

Institution : Majmaah University. Academic Department : College of Science at AzZulfi. Programme : Computer Science and Information Course : Institution : Majmaah University. Academic Department : College of Science at AzZulfi. Programme : Computer Science and Information Course : Computer Graphics (CSI-425) Course Coordinator : Mr. ISSA ALSMADI

More information

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 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

More information

3D Math Overview and 3D Graphics Foundations

3D Math Overview and 3D Graphics Foundations Freescale Semiconductor Application Note Document Number: AN4132 Rev. 0, 05/2010 3D Math Overview and 3D Graphics Foundations by Multimedia Applications Division Freescale Semiconductor, Inc. Austin, TX

More information

http://school-maths.com Gerrit Stols

http://school-maths.com Gerrit Stols For more info and downloads go to: http://school-maths.com Gerrit Stols Acknowledgements GeoGebra is dynamic mathematics open source (free) software for learning and teaching mathematics in schools. It

More information

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

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

More information

Computer Applications in Textile Engineering. Computer Applications in Textile Engineering

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

More information

Console Architecture. By: Peter Hood & Adelia Wong

Console Architecture. By: Peter Hood & Adelia Wong Console Architecture By: Peter Hood & Adelia Wong Overview Gaming console timeline and evolution Overview of the original xbox architecture Console architecture of the xbox360 Future of the xbox series

More information

Hardware design for ray tracing

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

More information

Investigating Area Under a Curve

Investigating Area Under a Curve Mathematics Investigating Area Under a Curve About this Lesson This lesson is an introduction to areas bounded by functions and the x-axis on a given interval. Since the functions in the beginning of the

More information

Volume visualization I Elvins

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

More information

Data Storage 3.1. Foundations of Computer Science Cengage Learning

Data Storage 3.1. Foundations of Computer Science Cengage Learning 3 Data Storage 3.1 Foundations of Computer Science Cengage Learning Objectives After studying this chapter, the student should be able to: List five different data types used in a computer. Describe how

More information

CORRELATED TO THE SOUTH CAROLINA COLLEGE AND CAREER-READY FOUNDATIONS IN ALGEBRA

CORRELATED TO THE SOUTH CAROLINA COLLEGE AND CAREER-READY FOUNDATIONS IN ALGEBRA We Can Early Learning Curriculum PreK Grades 8 12 INSIDE ALGEBRA, GRADES 8 12 CORRELATED TO THE SOUTH CAROLINA COLLEGE AND CAREER-READY FOUNDATIONS IN ALGEBRA April 2016 www.voyagersopris.com Mathematical

More information

Logo Symmetry Learning Task. Unit 5

Logo Symmetry Learning Task. Unit 5 Logo Symmetry Learning Task Unit 5 Course Mathematics I: Algebra, Geometry, Statistics Overview The Logo Symmetry Learning Task explores graph symmetry and odd and even functions. Students are asked to

More information

COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010

COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010 COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010 Class times 2:25 PM - 3:55 PM Mondays and Wednesdays Lecture room Trottier Building 2120 Instructor Paul Kry, kry@cs.mcgill.ca Course

More information

CS 325 Computer Graphics

CS 325 Computer Graphics CS 325 Computer Graphics 01 / 25 / 2016 Instructor: Michael Eckmann Today s Topics Review the syllabus Review course policies Color CIE system chromaticity diagram color gamut, complementary colors, dominant

More information

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 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

More information

The 3D rendering pipeline (our version for this class)

The 3D rendering pipeline (our version for this class) The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization

More information

South Carolina College- and Career-Ready (SCCCR) Algebra 1

South Carolina College- and Career-Ready (SCCCR) Algebra 1 South Carolina College- and Career-Ready (SCCCR) Algebra 1 South Carolina College- and Career-Ready Mathematical Process Standards The South Carolina College- and Career-Ready (SCCCR) Mathematical Process

More information

Radeon GPU Architecture and the Radeon 4800 series. Michael Doggett Graphics Architecture Group June 27, 2008

Radeon GPU Architecture and the Radeon 4800 series. Michael Doggett Graphics Architecture Group June 27, 2008 Radeon GPU Architecture and the series Michael Doggett Graphics Architecture Group June 27, 2008 Graphics Processing Units Introduction GPU research 2 GPU Evolution GPU started as a triangle rasterizer

More information

Unit 1 Equations, Inequalities, Functions

Unit 1 Equations, Inequalities, Functions Unit 1 Equations, Inequalities, Functions Algebra 2, Pages 1-100 Overview: This unit models real-world situations by using one- and two-variable linear equations. This unit will further expand upon pervious

More information

Quickstart for Desktop Version

Quickstart for Desktop Version Quickstart for Desktop Version What is GeoGebra? Dynamic Mathematics Software in one easy-to-use package For learning and teaching at all levels of education Joins interactive 2D and 3D geometry, algebra,

More information

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 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

More information

VALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203.

VALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203. VALLIAMMAI ENGNIEERING COLLEGE SRM Nagar, Kattankulathur 603203. DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Year & Semester : III Year, V Semester Section : CSE - 1 & 2 Subject Code : CS6504 Subject

More information

How To Understand The Power Of Unity 3D (Pro) And The Power Behind It (Pro/Pro)

How To Understand The Power Of Unity 3D (Pro) And The Power Behind It (Pro/Pro) Optimizing Unity Games for Mobile Platforms Angelo Theodorou Software Engineer Brains Eden, 28 th June 2013 Agenda Introduction The author ARM Ltd. What do you need to have What do you need to know Identify

More information

MobiX3D: a player for displaying 3D content on mobile devices

MobiX3D: a player for displaying 3D content on mobile devices MobiX3D: a player for displaying 3D content on mobile devices Daniele Nadalutti, Luca Chittaro, Fabio Buttussi HCI Lab Dept. of Math and Computer Science University of Udine via delle Scienze, 206 33100

More information

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

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

More information

Algebra 1 2008. Academic Content Standards Grade Eight and Grade Nine Ohio. Grade Eight. Number, Number Sense and Operations Standard

Algebra 1 2008. Academic Content Standards Grade Eight and Grade Nine Ohio. Grade Eight. Number, Number Sense and Operations Standard Academic Content Standards Grade Eight and Grade Nine Ohio Algebra 1 2008 Grade Eight STANDARDS Number, Number Sense and Operations Standard Number and Number Systems 1. Use scientific notation to express

More information

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

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

More information

Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy

Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy Claus SCHEIBLAUER 1 / Michael PREGESBAUER 2 1 Institute of Computer Graphics and Algorithms, Vienna University of Technology, Austria

More information

Algebra 2 Year-at-a-Glance Leander ISD 2007-08. 1st Six Weeks 2nd Six Weeks 3rd Six Weeks 4th Six Weeks 5th Six Weeks 6th Six Weeks

Algebra 2 Year-at-a-Glance Leander ISD 2007-08. 1st Six Weeks 2nd Six Weeks 3rd Six Weeks 4th Six Weeks 5th Six Weeks 6th Six Weeks Algebra 2 Year-at-a-Glance Leander ISD 2007-08 1st Six Weeks 2nd Six Weeks 3rd Six Weeks 4th Six Weeks 5th Six Weeks 6th Six Weeks Essential Unit of Study 6 weeks 3 weeks 3 weeks 6 weeks 3 weeks 3 weeks

More information

We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model

We can display an object on a monitor screen in three different computer-model forms: Wireframe model Surface Model Solid model CHAPTER 4 CURVES 4.1 Introduction In order to understand the significance of curves, we should look into the types of model representations that are used in geometric modeling. Curves play a very significant

More information

3.1 Solving Systems Using Tables and Graphs

3.1 Solving Systems Using Tables and Graphs Algebra 2 Chapter 3 3.1 Solve Systems Using Tables & Graphs 3.1 Solving Systems Using Tables and Graphs A solution to a system of linear equations is an that makes all of the equations. To solve a system

More information

Big Ideas in Mathematics

Big Ideas in Mathematics Big Ideas in Mathematics which are important to all mathematics learning. (Adapted from the NCTM Curriculum Focal Points, 2006) The Mathematics Big Ideas are organized using the PA Mathematics Standards

More information

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

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

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics 2D and 3D Transformations Doug Bowman Adapted from notes by Yong Cao Virginia Tech 1 Transformations What are they? changing something to something else via rules mathematics:

More information

MATHS LEVEL DESCRIPTORS

MATHS LEVEL DESCRIPTORS MATHS LEVEL DESCRIPTORS Number Level 3 Understand the place value of numbers up to thousands. Order numbers up to 9999. Round numbers to the nearest 10 or 100. Understand the number line below zero, and

More information

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

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

More information

MMGD0203 Multimedia Design MMGD0203 MULTIMEDIA DESIGN. Chapter 3 Graphics and Animations

MMGD0203 Multimedia Design MMGD0203 MULTIMEDIA DESIGN. Chapter 3 Graphics and Animations MMGD0203 MULTIMEDIA DESIGN Chapter 3 Graphics and Animations 1 Topics: Definition of Graphics Why use Graphics? Graphics Categories Graphics Qualities File Formats Types of Graphics Graphic File Size Introduction

More information

Algebra 1 Course Information

Algebra 1 Course Information Course Information Course Description: Students will study patterns, relations, and functions, and focus on the use of mathematical models to understand and analyze quantitative relationships. Through

More information

Introduction to GPU Programming Languages

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

More information

Introduction to Game Programming. Steven Osman sosman@cs.cmu.edu

Introduction to Game Programming. Steven Osman sosman@cs.cmu.edu Introduction to Game Programming Steven Osman sosman@cs.cmu.edu Introduction to Game Programming Introductory stuff Look at a game console: PS2 Some Techniques (Cheats?) What is a Game? Half-Life 2, Valve

More information

CASTING CURVED SHADOWS ON CURVED SURFACES. Lance Williams Computer Graphics Lab New York Institute of Technology Old Westbury, New York 11568

CASTING CURVED SHADOWS ON CURVED SURFACES. Lance Williams Computer Graphics Lab New York Institute of Technology Old Westbury, New York 11568 CASTING CURVED SHADOWS ON CURVED SURFACES Lance Williams Computer Graphics Lab New York Institute of Technology Old Westbury, New York 11568 Abstract Shadowing has historically been used to increase the

More information

Teaching Introductory Computer Graphics Via Ray Tracing

Teaching Introductory Computer Graphics Via Ray Tracing Teaching Introductory Computer Graphics Via Ray Tracing Helen H. Hu Westminster College, Salt Lake City, UT hhu@westminstercollege.edu Figure 1. Examples of student work. For fun, enthusiastic students

More information