Image Synthesis. Transparency. computer graphics & visualization
|
|
- Jasmin Richardson
- 8 years ago
- Views:
Transcription
1 Image Synthesis Transparency
2 Inter-Object realism Covers different kinds of interactions between objects Increasing realism in the scene Relationships between objects easier to understand Shadows, Reflections, Transparency
3 Transparency How to handle non-opaque (semi-transparent) objects Multiple fragments contribute to a pixel Visibility order of fragments is important Depth buffer can be used for hidden surface removal but not for semi-transparent objects
4 Transparency See-through objects Depth test discards objects Object order affects final color Blending non commutative 1 C 1 + (1-1 ) 0 C 0 0 C 0 + (1-0 ) 1 C 1
5 Transparency General solution Visibility sort all semi-transparent objects in the scene (back to front) Render opaque objects first and update the depth values Render semi-transparent objects in visibility order Apply depth test but do not alter depth values Use alpha-blending in order to obtain linear combination of src and dst color C Dst = (1 - Src ) C Dst + Src C Src
6 Transparency Opaque Semi-transparent
7 Transparency without visibility sorting with visibility sorting
8 Transparency Correct transparency by sorting and alpha-blending
9 Transparency
10 Depth peeling Recall: standard depth test gives nearest fragment at each pixel without imposing any order But: there is also a second, third, fragment. Depth test does not provide a means to render the n th nearest surface. Depth peeling solves this problem (in a pixel shader): With n passes over a scene, n layers deeper into the scene are generated E.g. with 2 passes, the nearest and second nearest surfaces are extracted Both the depth and RGBA information is obtained for each layer
11 Depth peeling The method peels different depth layers in frontto-back order Drawback: as many rendering passes as objects depth complexity: maximum number of surface points (fragments) mapping to one pixel
12 Depth peeling Reduce/Readback How to determine the depth complexity? Render the scene without depth test and increment the stencil bit (or entries in a texture render target using additive blend) whenever a fragment is generated Reduce the buffer to obtain the maximum In each pass, maximum of 4 texels is computed and stored into 1 texel of output texture Reduce m x m region in fragment shader 1 pass: render quad that covers 1/4 pixels 2 pass: render quad that covers 1/16 pixels
13 Depth peeling - Queries How to determine the depth complexity while peeling? Employ GPU occlusion query to obtain information (i.e. ask GPU if fragments were rasterized into pixels in the last draw call) Pseudocode bool bkeeppeeling = true while(bkeeppeeling) { } Initialize/Issue occlusion query (to the GPU) Depth peel the next layer (as described in the following) bkeeppeeling = GetQueryResult(); Peels one empty layer, but avoids reduce/readback pass Application has to wait for query result after each peel pass
14 Depth peeling: Algorithm
15 Depth peeling issues
16 Depth peeling Example
17 Depth peeling back to front Back to front order: Use standard depth test (with op: greater) Discard fragments with depth greater or equal last pass (initialize ping pong depth buffers with depth = 0) (optionally) test with less equal against depth buffer storing opaque geometry (rendered before transparent objects) Blend result onto frame buffer Pro: does not need to store RGBA values for each peel layer
18 Depth Peeling: Drawbacks As many rendering passes as objects depth complexity Solution Multisampling render target Create up to 8 samples per fragment Each sample has individual stencil value Stencil-routed k-buffer (requires #depth layers / 8 rendering passes) Ideal for complex geometry, much faster than depth peeling
19 Stencil Routed A-Buffer What we need: A fragment list per pixel MSAA (multi-sampled anti-aliasing) List of samples per pixel Samples store coverage Fragments are rasterized at higher frame buffer resolution 8xMSAA = 8 x aliased resolution Pixel shader is run once per-pixel Frame buffer storage is at sample resolution
20 K-buffer But: Need to write only 1 sample at once Need all MSAA samples at pixel center MSAA sample patterns don t help Solution: Turn off multisampling but still render to MSAA render target Pixel shader output stored in all sub-samples now writing 8 samples per pixel (but all samples contain the same value)
21 Stencil Routing and MSAA stencil always decrements (stencil pass and fail op = decrement) stencil passes when 2 (stencil reference value)
22 Stencil buffer initialization Clear stencil buffer to pass value (2) initializes sample 0 to 2 Use sample mask to selectively set other subsamples (to reference value) 5 samples filled Why start at 2? When all n subsamples are filled: (n-1) stencil values will be 0 and one stencil value 1 Overflow occured if all stencil values are 0! 8 samples filled overflow occured
23 K-buffer Now 8 samples per pixel If we need more: multipass rendering (or render to texture array) Start with different initial stencil mask to skip first 8n fragments Up to 254 layers (due to 8 bit stencil values) Sort these samples in depth order and blend them Can be done in one fragment shader pass
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 informationOptimizing 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 informationRecent 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 informationIntroduction 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 informationGPU(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 informationOpenGL 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 informationComputer 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 informationINTRODUCTION 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 informationA 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 informationOptimizing 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 informationGPU 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 informationAdvanced 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 informationTouchstone -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 informationLezione 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 informationDynamic 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 informationUsing 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
More informationStochastic Transparency
Stochastic Transparency Eric Enderton NVIDIA Erik Sintorn Chalmers University of Technology Peter Shirley NVIDIA David Luebke NVIDIA Abstract Stochastic transparency provides a unified approach to orderindependent
More informationMidgard 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
More informationAdding Animation With Cinema 4D XL
Step-by-Step Adding Animation With Cinema 4D XL This Step-by-Step Card covers the basics of using the animation features of Cinema 4D XL. Note: Before you start this Step-by-Step Card, you need to have
More information2: 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 informationImage Synthesis. Fur Rendering. computer graphics & visualization
Image Synthesis Fur Rendering Motivation Hair & Fur Human hair ~ 100.000 strands Animal fur ~ 6.000.000 strands Real-Time CG Needs Fuzzy Objects Name your favorite things almost all of them are fuzzy!
More informationHow 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 informationDATA 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 informationVolume Rendering on Mobile Devices. Mika Pesonen
Volume Rendering on Mobile Devices Mika Pesonen University of Tampere School of Information Sciences Computer Science M.Sc. Thesis Supervisor: Martti Juhola June 2015 i University of Tampere School of
More informationNVPRO-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
More informationCompositing a 3D character over video footage in Maya Jean-Marc Gauthier, Spring 2008
Compositing a 3D character over video footage in Maya Jean-Marc Gauthier, Spring 2008 Video footage before compositing And after compositing with an animated character This tutorial is organized as small
More informationScan-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 informationShader 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 informationNVIDIA IndeX Enabling Interactive and Scalable Visualization for Large Data Marc Nienhaus, NVIDIA IndeX Engineering Manager and Chief Architect
SIGGRAPH 2013 Shaping the Future of Visual Computing NVIDIA IndeX Enabling Interactive and Scalable Visualization for Large Data Marc Nienhaus, NVIDIA IndeX Engineering Manager and Chief Architect NVIDIA
More informationLow 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
More informationBUILDING TELEPRESENCE SYSTEMS: Translating Science Fiction Ideas into Reality
BUILDING TELEPRESENCE SYSTEMS: Translating Science Fiction Ideas into Reality Henry Fuchs University of North Carolina at Chapel Hill (USA) and NSF Science and Technology Center for Computer Graphics and
More informationRadeon 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 informationGraphical displays are generally of two types: vector displays and raster displays. Vector displays
Display technology Graphical displays are generally of two types: vector displays and raster displays. Vector displays Vector displays generally display lines, specified by their endpoints. Vector display
More informationDeferred 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
More informationOutline. srgb DX9, DX10, XBox 360. Tone Mapping. Motion Blur
Outline srgb DX9, DX10, XBox 360 Tone Mapping Motion Blur srgb Outline srgb & gamma review Alpha Blending: DX9 vs. DX10 & XBox 360 srgb curve: PC vs. XBox 360 srgb Review Terminology: Color textures are
More informationWater 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
More informationThe 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 informationComputer 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 information3D Computer Games History and Technology
3D Computer Games History and Technology VRVis Research Center http://www.vrvis.at Lecture Outline Overview of the last 10-15 15 years A look at seminal 3D computer games Most important techniques employed
More informationHow To Make A Texture Map Work Better On A Computer Graphics Card (Or Mac)
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
More informationAdvanced Rendering for Engineering & Styling
Advanced Rendering for Engineering & Styling Prof. B.Brüderlin Brüderlin,, M Heyer 3Dinteractive GmbH & TU-Ilmenau, Germany SGI VizDays 2005, Rüsselsheim Demands in Engineering & Styling Engineering: :
More informationMaking 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
More informationConsolidated 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 informationInteractive 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 informationModern 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
More informationLecture 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 informationOverview 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 informationREAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS
REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS Tommy Jensen, Mikkel S. Andersen, Claus B. Madsen Laboratory for Computer Vision and Media
More informationReal-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 informationSilverlight 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 informationSoftware Virtual Textures
Software Virtual Textures J.M.P. van Waveren February 25th, 2012 2012, Id Software LLC, a Zenimax Media company. Abstract Modern simulations increasingly require the display of very large, uniquely textured
More informationDeveloper Tools. Tim Purcell NVIDIA
Developer Tools Tim Purcell NVIDIA Programming Soap Box Successful programming systems require at least three tools High level language compiler Cg, HLSL, GLSL, RTSL, Brook Debugger Profiler Debugging
More informationThe Rocket Steam Locomotive - Animation
Course: 3D Design Title: Rocket Steam Locomotive - Animation Blender: Version 2.6X Level: Beginning Author; Neal Hirsig (nhirsig@tufts.edu) (May 2012) The Rocket Steam Locomotive - Animation In this tutorial
More informationThe Future Of Animation Is Games
The Future Of Animation Is Games 王 銓 彰 Next Media Animation, Media Lab, Director cwang@1-apple.com.tw The Graphics Hardware Revolution ( 繪 圖 硬 體 革 命 ) : GPU-based Graphics Hardware Multi-core (20 Cores
More informationMonash 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 informationGUI 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 informationThe 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
More informationGPU 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
More informationNVFX : 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
More informationHow To Use An Amd Graphics Card In Greece 2.5.1 And 2.4.1 (Amd) With Greege 2.3.5 (Greege) With An Amd Greeper 2.2.
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
More informationGraphic Design. Background: The part of an artwork that appears to be farthest from the viewer, or in the distance of the scene.
Graphic Design Active Layer- When you create multi layers for your images the active layer, or the only one that will be affected by your actions, is the one with a blue background in your layers palette.
More informationShadows. 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
More informationMotivation. Motivation
Preserving Preserving Realism Realism in in real-time real-time Rendering Rendering of of Bidirectional Bidirectional Texture Texture Functions Functions Reinhard Klein Bonn University Computer Graphics
More informationDirect Volume Rendering Elvins
Direct Volume Rendering Elvins 1 Principle: rendering of scalar volume data with cloud-like, semi-transparent effects forward mapping object-order backward mapping image-order data volume screen voxel
More informationmental ray Production Shader Library
mental ray Production Shader Library Document version 3.8.0.0 November 20, 2008 Copyright Information Copyright c 1986-2011 mental images GmbH, Berlin, Germany. All rights reserved. This document is protected
More informationData Centric Interactive Visualization of Very Large Data
Data Centric Interactive Visualization of Very Large Data Bruce D Amora, Senior Technical Staff Gordon Fossum, Advisory Engineer IBM T.J. Watson Research/Data Centric Systems #OpenPOWERSummit Data Centric
More informationGPU-Driven Rendering Pipelines
SIGGRAPH 2015: Advances in Real-Time Rendering in Games GPU-Driven Rendering Pipelines Ulrich Haar, Lead Programmer 3D, Ubisoft Montreal Sebastian Aaltonen, Senior Lead Programmer, RedLynx a Ubisoft Studio
More informationGPUs 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 informationApproval Sheet. Interactive Illumination Using Large Sets of Point Lights
Approval Sheet Title of Thesis: Interactive Illumination Using Large Sets of Point Lights Name of Candidate: Joshua David Barczak Master of Science, 2006 Thesis and Abstract Approved: Marc Olano Assistant
More informationThe Car Tutorial Part 1 Creating a Racing Game for Unity
The Car Tutorial Part 1 Creating a Racing Game for Unity Introduction 3 We will show 3 Prerequisites 3 We will not show 4 Part 1: Assembling the Car 5 Adding Collision 6 Shadow settings for the car model
More informationSo, you want to make a photo-realistic rendering of the Earth from orbit, eh? And you want it to look just like what astronauts see from the shuttle
So, you want to make a photo-realistic rendering of the Earth from orbit, eh? And you want it to look just like what astronauts see from the shuttle or ISS (International Space Station). No problem. Just
More informationNVIDIA 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
More informationCOMP175: 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 informationKapitel 12. 3D Television Based on a Stereoscopic View Synthesis Approach
Kapitel 12 3D Television Based on a Stereoscopic View Synthesis Approach DIBR (Depth-Image-Based Rendering) approach 3D content generation DIBR from non-video-rate depth stream Autostereoscopic displays
More informationCompiling the Kohonen Feature Map Into Computer Graphics Hardware
Compiling the Kohonen Feature Map Into Computer Graphics Hardware Florian Haar Christian-A. Bohn Wedel University of Applied Sciences Abstract This work shows a novel kind of accelerating implementations
More informationACE: After Effects CS6
Adobe Training Services Exam Guide ACE: After Effects CS6 Adobe Training Services provides this exam guide to help prepare partners, customers, and consultants who are actively seeking accreditation as
More informationWorkstation 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
More informationAn Introduction to Modern GPU Architecture Ashu Rege Director of Developer Technology
An Introduction to Modern GPU Architecture Ashu Rege Director of Developer Technology Agenda Evolution of GPUs Computing Revolution Stream Processing Architecture details of modern GPUs Evolution of GPUs
More informationHow 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 informationCSE 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 informationGearVRf Developer Guide
GearVRf Developer Guide Welcome to GearVRf development! The Gear VR Framework (GearVRf) allows you, the Android developer, to write your own stereoscopic 3D virtual reality Java applications for the Samsung
More informationWeb 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
More informationMaterials in NX Render
Materials in NX Render Overview Where materials are stored in NX Render Internal material definition and the NX interface Material types and their characteristics Material components Colour Pattern Reflectance
More informationProcedural 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
More informationThe patch tool and content-aware filling
The patch tool and content-aware filling 1 Patch tool The patch tool uses the same algorithm as the healing brush to carry out its blend calculations, except the patch tool uses selection-defined areas
More informationB2.53-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 informationComputer 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 information3D Stereoscopic Game Development. How to Make Your Game Look
3D Stereoscopic Game Development How to Make Your Game Look Like Beowulf 3D 3D Stereoscopic Has Gone 3D Stereoscopic Has Gone Mainstream 3D Enabled Cinemas are Growing 1200 1000 800 600 400 200 0 2005
More informationTHE high-quality visualization of point-cloud data gathered
1280 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 20, NO. 9, SEPTEMBER 2014 Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction Murat Arikan, Reinhold
More informationVisualization and Feature Extraction, FLOW Spring School 2016 Prof. Dr. Tino Weinkauf. Flow Visualization. Image-Based Methods (integration-based)
Visualization and Feature Extraction, FLOW Spring School 2016 Prof. Dr. Tino Weinkauf Flow Visualization Image-Based Methods (integration-based) Spot Noise (Jarke van Wijk, Siggraph 1991) Flow Visualization:
More informationCASTING 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 informationAdvanced Graphics and Animations for ios Apps
Tools #WWDC14 Advanced Graphics and Animations for ios Apps Session 419 Axel Wefers ios Software Engineer Michael Ingrassia ios Software Engineer 2014 Apple Inc. All rights reserved. Redistribution or
More informationGPU 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
More informationWhat is GPUOpen? Currently, we have divided console & PC development Black box libraries go against the philosophy of game development Game
1 2 3 4 What is GPUOpen? Currently, we have divided console & PC development Black box libraries go against the philosophy of game development Game developers are smart and inquisitive Game devs extract
More informationVisualizing Data: Scalable Interactivity
Visualizing Data: Scalable Interactivity The best data visualizations illustrate hidden information and structure contained in a data set. As access to large data sets has grown, so has the need for interactive
More informationMMGD0203 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 informationGPGPU: General-Purpose Computation on GPUs
GPGPU: General-Purpose Computation on GPUs Randy Fernando NVIDIA Developer Technology Group (Original Slides Courtesy of Mark Harris) Why GPGPU? The GPU has evolved into an extremely flexible and powerful
More informationReal-Time BC6H Compression on GPU. Krzysztof Narkowicz Lead Engine Programmer Flying Wild Hog
Real-Time BC6H Compression on GPU Krzysztof Narkowicz Lead Engine Programmer Flying Wild Hog Introduction BC6H is lossy block based compression designed for FP16 HDR textures Hardware supported since DX11
More informationHistoPyramid stream compaction and expansion
HistoPyramid stream compaction and expansion Christopher Dyken1 * and Gernot Ziegler2 Advanced Computer Graphics / Vision Seminar TU Graz 23/10-2007 1 2 University of Oslo Max-Planck-Institut fu r Informatik,
More informationProgramming 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
More information