Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: Tid: Hjälpmedel: Inga hjälpmedel

Size: px
Start display at page:

Download "Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: 2011-08-24 Tid: 14.00 17.00. Hjälpmedel: Inga hjälpmedel"

Transcription

1 Game Programming Provmoment: Ladokkod: Tentamen ges för: Tentamen NGP012 Systemarkitektprogrammet 7,5 högskolepoäng Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: Tid: Hjälpmedel: Inga hjälpmedel Totalt antal poäng på tentamen: För att få respektive betyg krävs: G=12 VG=18 24 poäng Allmänna anvisningar: Skriv dina svar på svarsblanketten Rättningstiden är som längst tre veckor Viktigt! Glöm inte att skriva namn på alla blad du lämnar in. Lycka till! Ansvarig lärare: Rikard König Telefonnummer:

2 Answers (swe. svarsblankett) Namn: (Ifylles av student) Personnummer: (Ifylles av student) Question 1: Question 2: Question 3: Question 4: Question 5: Question 6: 2

3 1. Answer with any of the given answers for the following questions. (a) Which of the following statements are true regarding the Content Pipeline (CP)? A. It support *.x files but not *.fbx B. The Content Manager is a part of CP that responsible for normalizing data C. The Processor is a part of CP that takes data from the content DOM and creates an object at runtime D. The Compiler is a part of the CP that Buils the content and saves it to disc as *.xnb (b) Which of the following statements are true regarding the AI in some of the most influential games? A. Fuzzy logic is a crucial part of Sim City B. Creatures aims to model the behavior of creatures interacting with their environment C. Black & White uses Machine Learning techniques such as decision trees and neural networks D. Halo uses advanced predictive modeling techniques to forecast the movement of the player (c) Which of the following options are parts of an emergent swarming behavior A. Separation avoid crowding neighbors B. Alignment steer towards the average heading of neighbors C. Follow move in the same direction as the alpha individual of the swarm D. Wander Move randomly to simulate free will (d) Which of the following statements are true regarding friction? A. Friction is dependent of the area for sliding hard surfaces. B. Friction is dependent of the mass of the sliding object. C. Static friction is higher than kinetic friction. D. A value of 9 is rather low coefficient of friction, like metal on ice. 2. Answer with any of the given answers for the following questions. (a) Which of the following statements are true if you consider the equation for drag below? A. 20 is a reasonable drag coefficient for a car. B. A is the air density. C. C is the temperature in degrees. D. The drag force is independent of the object mass. 3

4 (b) What is true regarding State Based AI? A. Can result in AI hysteria if not handled correctly. B. Is only used in simple games since it is computationally expensive. C. State Machines are often used to organize AI behaviors. D. State Based AI is used to separate complex behaviors from simple behaviors. (c) Why is Fuzzy logic suitable for games? A. It is less predictable than normal Logic B. It is less computational expensive than normal logic C. It is closer to natural language which make creating and maintaining a rule base easier D. It is more precise than normal logic (d) Which crisp value would defuzzyficating Z and P2 using the centroid method yeild? A. 1 B. 4 C. 6 D

5 3. Answer with any of the given answers for the following questions. (a) The maximum allowed latency for commercial Xbox games is? A. 50 ms. B. 500 ms. C. 10 ms. D. 100 µs. (b) Testing of an application in order to see if it applies within the allowed limits for network latency and fault tolerance, is meant to be done by? A. Establishing a test environment by physically arranging the network and/or attaching special hardware equipment. B. Uploading the application to Microsoft before deployment. C. Enabling simulation within the XNA framework. D. Using a special profiling tool in software available from Microsoft. (c) Data packets to send within the network component of the XNA framework, can be sent using the options? A. None, UDP, InOrder, TCP. B. None, InOrder, Reliable, ReliableInOrder. C. UnReliable, OutOfOrder, Reliable, InOrder. D. None, Chat, InOrder, Reliable, ReliableInOrder. (d) A network session with the XNA framework can be initiated with any of the options? A. Local, SystemLink, PlayerMatch, Ranked. B. LocalNetwork, WirelessNetwork, LIVE. C. LocalNetwork, SystemLink, DeathMatch, Ranked. D. Local, Network, SilverLIVE, GoldLIVE. (4p) 5

6 4. Answer with any of the given answers for the following questions. (a) The number of SMT (Simultaneous Multi-Threading)-enabled execution cores within the main processor of the Xbox 360 is? A. 2. B. 3. C. 4. D. 6. (b) The three multi-threaded game-architecture models that were covered in the lectures are? A. The synchronous data-parallel model, the asynchronous data-parallel model, and the function-parallel model. B. The synchronous function-parallel model, the asynchronous function-parallel model, and the data-parallel model. C. The synchronous concurrent model, the asynchronous concurrent model, and the data sequential model. D. The synchronous sequential model, the asynchronous sequential model, and the data concurrent model. (c) Synchronization between threads without explicit system-provided locks can be especially tricky on the Xbox 360 due to that? A. The compiler can reorder instructions and the CPU can reorder both instructions and read and writes. B. The CPU can reorder instructions and the compiler can reorder both instructions and read and writes. C. The PowerPC CPU lacks support of cache-coherent memory which is needed for lockless synchronization to work correctly. D. Lock-less synchronization increases the memory latency considerable more than mutual exclusion. (d) The main difference between the Semaphore and the Mutex class is? A. The semaphore applies blocking if it is busy, whereas the mutex always applies spinning. B. The semaphore applies spinning if it is busy, whereas the mutex always applies blocking. C. The semaphore has a count of number of threads allowed to enter a critical section, whereas the mutex only allows one. D. The mutex has a count of number of threads allowed to enter a critical section, whereas the semaphore only allows one. (4p) 6

7 5. Answer with one or more of the given answers for the following questions. (a) Which of the following statements describe a billboard in 3d graphics? A. A billboard is a complex 3d object. B. A billboard is almost always a textured polygon. C. A billboard is kept aligned with respect to the viewer s position. D. A billboard is positioned in screen coordinates rather than in the 3d world. (b) Which of the following statements apply to billboards in XNA 4.0? A. One vertex per billboard is enough. B. Billboards are best implemented using point sprites. C. Many billboards can be drawn with the same draw primitive call. D. The orientation of the billboard is handled automatically by the XNA framework. (c) Particles are often animated using equations from rigid body dynamics. This type of animation is an instance of? A. Skeletal animation. B. Procedural animation. C. Key frame animation. D. Stop motion animation. (d) Which of the following statements describe a particle system where the state of the particles is updated on the GPU? A. The most suitable computational model for a particle s state for this method is one where the state at any time can be computed efficiently directly from the initial state and the elapsed time since the particle was created. B. The most suitable computational model for a particle s state for this method is one where the state is updated time step by time step. C. The vertex buffer content for each particle can be kept constant during the lifetime of the particle. D. The approach is suitable for particles that interact with each other. (4p) 7

8 6. Answer with one or more of the given answers for the following questions. (a) Which of the following statements apply to handling of bounding volumes in XNA? A. XNA automatically compute a tight fitting enclosing bounding volume for each MeshPart. B. Testing if two bounding volumes intersect is fast. C. Bounding volumes must be transformed to a shared frame of reference before intersection testing. D. Testing if an object intersects a bounding volume is fast. (b) Which of the following statements describe software view frustum culling? A. Completely occluded (hidden) meshes are not sent to the rendering hardware. B. The vertex shader removes hidden vertices from further processing. C. Meshes are associated with an enclosing bounding volume. D. Only meshes whose bounding volume are enclosed by or intersect the camera view frustum are sent to the rendering hardware. (c) Collision detection between complex objects is a difficult and resource heavy task. Which approach(es) will make the task easier to solve? A. Splitting the objects into hierarchies of parts. B. Test for collisions only between the bounding volumes of the objects. C. Create a bounding volume for each primitive of the objects and test them before testing the primitives themselves. D. Storing the objects in a spatial data structure. (d) Which of the following statements are true for a physics simulation that runs with a fixed virtual time step length? A. The result of the physics simulation is unaffected by variations in frame rate. B. The result of the physics simulation is affected by variations in frame rate. C. The frame rate has to be fixed too. D. When the frame rate is low the physics simulation uses less CPU time. 8

Tentamen NGP012 Systemarkitektprogrammet. 24 poäng

Tentamen NGP012 Systemarkitektprogrammet. 24 poäng Game Programming Provmoment: Ladokkod: Tentamen ges för: Tentamen NGP012 Systemarkitektprogrammet 7,5 högskolepoäng Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: 2013-03-27

More information

HÖGSKOLAN I BORÅS. ANALYS OCH BEDÖMNING AV FÖRETAG OCH FÖRVALTNING 7,5 Högskolepoäng. Tillåtna hjälpmedel: Miniräknare samt engelsk-svenskt lexikon

HÖGSKOLAN I BORÅS. ANALYS OCH BEDÖMNING AV FÖRETAG OCH FÖRVALTNING 7,5 Högskolepoäng. Tillåtna hjälpmedel: Miniräknare samt engelsk-svenskt lexikon HÖGSKOLAN I BORÅS ANALYS OCH BEDÖMNING AV FÖRETAG OCH FÖRVALTNING 7,5 Högskolepoäng Provmoment: Tentamen Ladokkod: Namn: Personnummer: Tentamensdatum: 2013-02-18 Tid: 09.00-13.00 Tillåtna hjälpmedel: Miniräknare

More information

Rättningstiden är i normalfall tre veckor, annars är det detta datum som gäller:

Rättningstiden är i normalfall tre veckor, annars är det detta datum som gäller: Analys och bedömning av företag och förvaltning tentamen Ladokkod: SAN023 Tentamen ges för: Namn: (Ifylles av student Personnummer: (Ifylles av student) Tentamensdatum: Tid: 2014-01-13 Hjälpmedel: Lexikon

More information

Engelsk Grammatik. Namn: Personnummer: Institutionens anteckningar: Maxpoäng: 62 Din poäng: Betyg:

Engelsk Grammatik. Namn: Personnummer: Institutionens anteckningar: Maxpoäng: 62 Din poäng: Betyg: 1(11) Engelsk Grammatik Skriftligt prov för ENG A21, 17 november 2007, kl. 9-12. Namn: Personnummer: Institutionens anteckningar: Maxpoäng: 62 Din poäng: Betyg: Ifylles av skrivvakten: Legitimation Terminskort

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

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

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

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 9 The Game Engine The Blender Game Engine This week we will have an introduction to the Game Engine build

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

IBM CELL CELL INTRODUCTION. Project made by: Origgi Alessandro matr. 682197 Teruzzi Roberto matr. 682552 IBM CELL. Politecnico di Milano Como Campus

IBM CELL CELL INTRODUCTION. Project made by: Origgi Alessandro matr. 682197 Teruzzi Roberto matr. 682552 IBM CELL. Politecnico di Milano Como Campus Project made by: Origgi Alessandro matr. 682197 Teruzzi Roberto matr. 682552 CELL INTRODUCTION 2 1 CELL SYNERGY Cell is not a collection of different processors, but a synergistic whole Operation paradigms,

More information

Windows Phone 7 Game Development using XNA

Windows Phone 7 Game Development using XNA University of Kentucky Engineering Day Windows Phone 7 Game Development using XNA Tamas Nagy Department of Computer Science University of Kentucky Saturday Feb. 25, 2011 Free Renegade 25.02.2012 Tamas

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

Hjälpmedel: Physics Handbook samt räknedosa. Tabell över vissa kärndata bifogas.

Hjälpmedel: Physics Handbook samt räknedosa. Tabell över vissa kärndata bifogas. Tentamensskrivning i Kärnfysik (FK7010), 7,5hp Fredag den 28 mars 2008 kl 9-15 Hjälpmedel: Physics Handbook samt räknedosa. Tabell över vissa kärndata bifogas. Denna tentamen består av två delar. Den första

More information

E6895 Advanced Big Data Analytics Lecture 14:! NVIDIA GPU Examples and GPU on ios devices

E6895 Advanced Big Data Analytics Lecture 14:! NVIDIA GPU Examples and GPU on ios devices E6895 Advanced Big Data Analytics Lecture 14: NVIDIA GPU Examples and GPU on ios devices Ching-Yung Lin, Ph.D. Adjunct Professor, Dept. of Electrical Engineering and Computer Science IBM Chief Scientist,

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

GPU Hardware and Programming Models. Jeremy Appleyard, September 2015

GPU Hardware and Programming Models. Jeremy Appleyard, September 2015 GPU Hardware and Programming Models Jeremy Appleyard, September 2015 A brief history of GPUs In this talk Hardware Overview Programming Models Ask questions at any point! 2 A Brief History of GPUs 3 Once

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

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

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

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

Homeschool Programming, Inc.

Homeschool Programming, Inc. Printed Course Overview Course Title: TeenCoder: Game Programming TeenCoder: Game Programming Printed Course Syllabus and Planner Updated October, 2015 Textbook ISBN: 978-0-9887033-2-2, published 2013

More information

Game Design From Concepts To Implementation

Game Design From Concepts To Implementation Game Design From Concepts To Implementation Overview of a Game Engine What is a Game Engine? (Really) Technical description of game: A Soft real-time interactive agent-based computer simulation A game

More information

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

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

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

Test Specification. Introduction

Test Specification. Introduction Test Specification Introduction Goals and Objectives GameForge is a graphical tool used to aid in the design and creation of video games. A user with little or no experience with Microsoft DirectX and/or

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

ultra fast SOM using CUDA

ultra fast SOM using CUDA ultra fast SOM using CUDA SOM (Self-Organizing Map) is one of the most popular artificial neural network algorithms in the unsupervised learning category. Sijo Mathew Preetha Joy Sibi Rajendra Manoj A

More information

WVU College of Engineering and Mineral Resources Proposal for Gaming Curriculum Undergraduate Minor and Graduate Certificate

WVU College of Engineering and Mineral Resources Proposal for Gaming Curriculum Undergraduate Minor and Graduate Certificate WVU College of Engineering and Mineral Resources Proposal for Gaming Curriculum Undergraduate Minor and Graduate Certificate Introduction & Background: It is estimated that the gaming industry earned around

More information

CS 378: Computer Game Technology

CS 378: Computer Game Technology CS 378: Computer Game Technology http://www.cs.utexas.edu/~fussell/courses/cs378/ Spring 2013 University of Texas at Austin CS 378 Game Technology Don Fussell Instructor and TAs! Instructor: Don Fussell!

More information

Performance Optimization and Debug Tools for mobile games with PlayCanvas

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

More information

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

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

Lecture 11: Multi-Core and GPU. Multithreading. Integration of multiple processor cores on a single chip.

Lecture 11: Multi-Core and GPU. Multithreading. Integration of multiple processor cores on a single chip. Lecture 11: Multi-Core and GPU Multi-core computers Multithreading GPUs General Purpose GPUs Zebo Peng, IDA, LiTH 1 Multi-Core System Integration of multiple processor cores on a single chip. To provide

More information

COEFFICIENT OF KINETIC FRICTION

COEFFICIENT OF KINETIC FRICTION COEFFICIENT OF KINETIC FRICTION LAB MECH 5.COMP From Physics with Computers, Vernier Software & Technology, 2000. INTRODUCTION If you try to slide a heavy box resting on the floor, you may find it difficult

More information

Introduction to Cloud Computing

Introduction to Cloud Computing Introduction to Cloud Computing Parallel Processing I 15 319, spring 2010 7 th Lecture, Feb 2 nd Majd F. Sakr Lecture Motivation Concurrency and why? Different flavors of parallel computing Get the basic

More information

Real Time Programming: Concepts

Real Time Programming: Concepts Real Time Programming: Concepts Radek Pelánek Plan at first we will study basic concepts related to real time programming then we will have a look at specific programming languages and study how they realize

More information

Institutionen för systemteknik Department of Electrical Engineering

Institutionen för systemteknik Department of Electrical Engineering Institutionen för systemteknik Department of Electrical Engineering Examensarbete 3D Graphics Technologies for Web Applications An Evaluation from the Perspective of a Real World Application Master thesis

More information

Outline. srgb DX9, DX10, XBox 360. Tone Mapping. Motion Blur

Outline. 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 information

Kinetic Friction. Experiment #13

Kinetic Friction. Experiment #13 Kinetic Friction Experiment #13 Joe Solution E01234567 Partner- Jane Answers PHY 221 Lab Instructor- Nathaniel Franklin Wednesday, 11 AM-1 PM Lecture Instructor Dr. Jacobs Abstract The purpose of this

More information

PART IV Performance oriented design, Performance testing, Performance tuning & Performance solutions. Outline. Performance oriented design

PART IV Performance oriented design, Performance testing, Performance tuning & Performance solutions. Outline. Performance oriented design PART IV Performance oriented design, Performance testing, Performance tuning & Performance solutions Slide 1 Outline Principles for performance oriented design Performance testing Performance tuning General

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

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

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 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

Conceptual Questions: Forces and Newton s Laws

Conceptual Questions: Forces and Newton s Laws Conceptual Questions: Forces and Newton s Laws 1. An object can have motion only if a net force acts on it. his statement is a. true b. false 2. And the reason for this (refer to previous question) is

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

Overview Motivating Examples Interleaving Model Semantics of Correctness Testing, Debugging, and Verification

Overview Motivating Examples Interleaving Model Semantics of Correctness Testing, Debugging, and Verification Introduction Overview Motivating Examples Interleaving Model Semantics of Correctness Testing, Debugging, and Verification Advanced Topics in Software Engineering 1 Concurrent Programs Characterized by

More information

CURRICULUM VITAE EDUCATION:

CURRICULUM VITAE EDUCATION: CURRICULUM VITAE Jose Antonio Lozano Computer Science and Software Development / Game and Simulation Programming Program Chair 1902 N. Loop 499 Harlingen, TX 78550 Computer Sciences Building Office Phone:

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

Fric-3. force F k and the equation (4.2) may be used. The sense of F k is opposite

Fric-3. force F k and the equation (4.2) may be used. The sense of F k is opposite 4. FRICTION 4.1 Laws of friction. We know from experience that when two bodies tend to slide on each other a resisting force appears at their surface of contact which opposes their relative motion. The

More information

Physics 111: Lecture 4: Chapter 4 - Forces and Newton s Laws of Motion. Physics is about forces and how the world around us reacts to these forces.

Physics 111: Lecture 4: Chapter 4 - Forces and Newton s Laws of Motion. Physics is about forces and how the world around us reacts to these forces. Physics 111: Lecture 4: Chapter 4 - Forces and Newton s Laws of Motion Physics is about forces and how the world around us reacts to these forces. Whats a force? Contact and non-contact forces. Whats a

More information

Advanced Rendering for Engineering & Styling

Advanced 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 information

VIRTUAL TRIAL ROOM USING AUGMENTED REALITY

VIRTUAL TRIAL ROOM USING AUGMENTED REALITY VIRTUAL TRIAL ROOM USING AUGMENTED REALITY Shreya Kamani, Neel Vasa, Kriti Srivastava, D. J. Sanghvi College of Engineering, Mumbai 53 Abstract This paper presents a Virtual Trial Room application using

More information

The Future Of Animation Is Games

The 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 information

An Easier Way for Cross-Platform Data Acquisition Application Development

An Easier Way for Cross-Platform Data Acquisition Application Development An Easier Way for Cross-Platform Data Acquisition Application Development For industrial automation and measurement system developers, software technology continues making rapid progress. Software engineers

More information

Experimental Evaluation of Distributed Middleware with a Virtualized Java Environment

Experimental Evaluation of Distributed Middleware with a Virtualized Java Environment Experimental Evaluation of Distributed Middleware with a Virtualized Java Environment Nuno A. Carvalho, João Bordalo, Filipe Campos and José Pereira HASLab / INESC TEC Universidade do Minho MW4SOC 11 December

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

Multi-core architectures. Jernej Barbic 15-213, Spring 2007 May 3, 2007

Multi-core architectures. Jernej Barbic 15-213, Spring 2007 May 3, 2007 Multi-core architectures Jernej Barbic 15-213, Spring 2007 May 3, 2007 1 Single-core computer 2 Single-core CPU chip the single core 3 Multi-core architectures This lecture is about a new trend in computer

More information

Parallel Programming Survey

Parallel Programming Survey Christian Terboven 02.09.2014 / Aachen, Germany Stand: 26.08.2014 Version 2.3 IT Center der RWTH Aachen University Agenda Overview: Processor Microarchitecture Shared-Memory

More information

Client/Server Computing Distributed Processing, Client/Server, and Clusters

Client/Server Computing Distributed Processing, Client/Server, and Clusters Client/Server Computing Distributed Processing, Client/Server, and Clusters Chapter 13 Client machines are generally single-user PCs or workstations that provide a highly userfriendly interface to the

More information

Pitfalls of Object Oriented Programming

Pitfalls of Object Oriented Programming Sony Computer Entertainment Europe Research & Development Division Pitfalls of Object Oriented Programming Tony Albrecht Technical Consultant Developer Services A quick look at Object Oriented (OO) programming

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

Introduction Computer stuff Pixels Line Drawing. Video Game World 2D 3D Puzzle Characters Camera Time steps

Introduction Computer stuff Pixels Line Drawing. Video Game World 2D 3D Puzzle Characters Camera Time steps Introduction Computer stuff Pixels Line Drawing Video Game World 2D 3D Puzzle Characters Camera Time steps Geometry Polygons Linear Algebra NURBS, Subdivision surfaces, etc Movement Collisions Fast Distances

More information

Introduction to DISC and Hadoop

Introduction to DISC and Hadoop Introduction to DISC and Hadoop Alice E. Fischer April 24, 2009 Alice E. Fischer DISC... 1/20 1 2 History Hadoop provides a three-layer paradigm Alice E. Fischer DISC... 2/20 Parallel Computing Past and

More information

CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014

CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014 CLOUD GAMING WITH NVIDIA GRID TECHNOLOGIES Franck DIARD, Ph.D., SW Chief Software Architect GDC 2014 Introduction Cloud ification < 2013 2014+ Music, Movies, Books Games GPU Flops GPUs vs. Consoles 10,000

More information

Beginning Android 4. Games Development. Mario Zechner. Robert Green

Beginning Android 4. Games Development. Mario Zechner. Robert Green Beginning Android 4 Games Development Mario Zechner Robert Green Contents Contents at a Glance About the Authors Acknowledgments Introduction iv xii xiii xiv Chapter 1: Android, the New Kid on the Block...

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

Equalizer. Parallel OpenGL Application Framework. Stefan Eilemann, Eyescale Software GmbH

Equalizer. Parallel OpenGL Application Framework. Stefan Eilemann, Eyescale Software GmbH Equalizer Parallel OpenGL Application Framework Stefan Eilemann, Eyescale Software GmbH Outline Overview High-Performance Visualization Equalizer Competitive Environment Equalizer Features Scalability

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

Control 2004, University of Bath, UK, September 2004

Control 2004, University of Bath, UK, September 2004 Control, University of Bath, UK, September ID- IMPACT OF DEPENDENCY AND LOAD BALANCING IN MULTITHREADING REAL-TIME CONTROL ALGORITHMS M A Hossain and M O Tokhi Department of Computing, The University of

More information

Bachelor of Games and Virtual Worlds (Programming) Subject and Course Summaries

Bachelor of Games and Virtual Worlds (Programming) Subject and Course Summaries First Semester Development 1A On completion of this subject students will be able to apply basic programming and problem solving skills in a 3 rd generation object-oriented programming language (such as

More information

BLM 413E - Parallel Programming Lecture 3

BLM 413E - Parallel Programming Lecture 3 BLM 413E - Parallel Programming Lecture 3 FSMVU Bilgisayar Mühendisliği Öğr. Gör. Musa AYDIN 14.10.2015 2015-2016 M.A. 1 Parallel Programming Models Parallel Programming Models Overview There are several

More information

SCALABILITY AND AVAILABILITY

SCALABILITY AND AVAILABILITY SCALABILITY AND AVAILABILITY Real Systems must be Scalable fast enough to handle the expected load and grow easily when the load grows Available available enough of the time Scalable Scale-up increase

More information

The Car Tutorial Part 1 Creating a Racing Game for Unity

The 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 information

How To Understand The Concept Of A Distributed System

How To Understand The Concept Of A Distributed System Distributed Operating Systems Introduction Ewa Niewiadomska-Szynkiewicz and Adam Kozakiewicz ens@ia.pw.edu.pl, akozakie@ia.pw.edu.pl Institute of Control and Computation Engineering Warsaw University of

More information

Kathy Au Billy Yi Fan Zhou Department of Electrical and Computer Engineering University of Toronto { kathy.au, billy.zhou }@utoronto.

Kathy Au Billy Yi Fan Zhou Department of Electrical and Computer Engineering University of Toronto { kathy.au, billy.zhou }@utoronto. ECE1778 Project Report Kathy Au Billy Yi Fan Zhou Department of Electrical and Computer Engineering University of Toronto { kathy.au, billy.zhou }@utoronto.ca Executive Summary The goal of this project

More information

Lesson Objectives. To provide a grand tour of the major operating systems components To provide coverage of basic computer system organization

Lesson Objectives. To provide a grand tour of the major operating systems components To provide coverage of basic computer system organization Lesson Objectives To provide a grand tour of the major operating systems components To provide coverage of basic computer system organization AE3B33OSD Lesson 1 / Page 2 What is an Operating System? A

More information

Programming 3D Applications with HTML5 and WebGL

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

More information

GPU Profiling with AMD CodeXL

GPU Profiling with AMD CodeXL GPU Profiling with AMD CodeXL Software Profiling Course Hannes Würfel OUTLINE 1. Motivation 2. GPU Recap 3. OpenCL 4. CodeXL Overview 5. CodeXL Internals 6. CodeXL Profiling 7. CodeXL Debugging 8. Sources

More information

TDDB84 Design Patterns Exam

TDDB84 Design Patterns Exam TDDB84 Design Patterns Exam Tid: 14-18 October 15, 2005 Place: Ter1 (Terra) Skriv namn, klass, och personnummer på samtliga lösa blad. Poängavdrag kommer att göras om punkterna nedan inte åtföljs! Write

More information

Operating Systems 4 th Class

Operating Systems 4 th Class Operating Systems 4 th Class Lecture 1 Operating Systems Operating systems are essential part of any computer system. Therefore, a course in operating systems is an essential part of any computer science

More information

FPGA-based MapReduce Framework for Machine Learning

FPGA-based MapReduce Framework for Machine Learning FPGA-based MapReduce Framework for Machine Learning Bo WANG 1, Yi SHAN 1, Jing YAN 2, Yu WANG 1, Ningyi XU 2, Huangzhong YANG 1 1 Department of Electronic Engineering Tsinghua University, Beijing, China

More information

Video Game Design and Development

Video Game Design and Development Video Game Design and Development 500 hours Course Overview/Description Are you ready to take on a challenge that will always be interesting, push you to your intellectual limits, and still be fun? Video

More information

In-Memory Databases Algorithms and Data Structures on Modern Hardware. Martin Faust David Schwalb Jens Krüger Jürgen Müller

In-Memory Databases Algorithms and Data Structures on Modern Hardware. Martin Faust David Schwalb Jens Krüger Jürgen Müller In-Memory Databases Algorithms and Data Structures on Modern Hardware Martin Faust David Schwalb Jens Krüger Jürgen Müller The Free Lunch Is Over 2 Number of transistors per CPU increases Clock frequency

More information

Chapter 2: Computer-System Structures. Computer System Operation Storage Structure Storage Hierarchy Hardware Protection General System Architecture

Chapter 2: Computer-System Structures. Computer System Operation Storage Structure Storage Hierarchy Hardware Protection General System Architecture Chapter 2: Computer-System Structures Computer System Operation Storage Structure Storage Hierarchy Hardware Protection General System Architecture Operating System Concepts 2.1 Computer-System Architecture

More information

Game Development as Part of the Computer Science Education

Game Development as Part of the Computer Science Education Game Development as Part of the Computer Science Education C. Rezk-Salama, S. Todt, L. Brückbauer, T. Horz, T. Knoche, B. Labitzke, M. Leidl, J. Orthmann, H. Payer, M. Piotraschke, T. Schmiade, and A.

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

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

XBOX Performances XNA. Part of the slide set taken from: Understanding XNA Framework Performance Shawn Hargreaves GameFest 2007

XBOX Performances XNA. Part of the slide set taken from: Understanding XNA Framework Performance Shawn Hargreaves GameFest 2007 XBOX Performances XNA Part of the slide set taken from: Understanding XNA Framework Performance Shawn Hargreaves GameFest 2007 XBOX Performances Overview XNA Architecture Context Switch and Batches XBOX

More information

A Comparison Of Shared Memory Parallel Programming Models. Jace A Mogill David Haglin

A Comparison Of Shared Memory Parallel Programming Models. Jace A Mogill David Haglin A Comparison Of Shared Memory Parallel Programming Models Jace A Mogill David Haglin 1 Parallel Programming Gap Not many innovations... Memory semantics unchanged for over 50 years 2010 Multi-Core x86

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

Behavioral Animation Simulation of Flocking Birds

Behavioral Animation Simulation of Flocking Birds Behavioral Animation Simulation of Flocking Birds Autonomous characters determine their actions Simulating the paths of individuals in: flocks of birds, schools of fish, herds of animals crowd scenes 1.

More information

Web Based 3D Visualization for COMSOL Multiphysics

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

More information

Experiment: Static and Kinetic Friction

Experiment: Static and Kinetic Friction PHY 201: General Physics I Lab page 1 of 6 OBJECTIVES Experiment: Static and Kinetic Friction Use a Force Sensor to measure the force of static friction. Determine the relationship between force of static

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

Tools Page 1 of 13 ON PROGRAM TRANSLATION. A priori, we have two translation mechanisms available:

Tools Page 1 of 13 ON PROGRAM TRANSLATION. A priori, we have two translation mechanisms available: Tools Page 1 of 13 ON PROGRAM TRANSLATION A priori, we have two translation mechanisms available: Interpretation Compilation On interpretation: Statements are translated one at a time and executed immediately.

More information

Parallel Firewalls on General-Purpose Graphics Processing Units

Parallel Firewalls on General-Purpose Graphics Processing Units Parallel Firewalls on General-Purpose Graphics Processing Units Manoj Singh Gaur and Vijay Laxmi Kamal Chandra Reddy, Ankit Tharwani, Ch.Vamshi Krishna, Lakshminarayanan.V Department of Computer Engineering

More information

Multi-core Programming System Overview

Multi-core Programming System Overview Multi-core Programming System Overview Based on slides from Intel Software College and Multi-Core Programming increasing performance through software multi-threading by Shameem Akhter and Jason Roberts,

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

Image Synthesis. Fur Rendering. computer graphics & visualization

Image 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 information