Craig Peeper Software Architect Windows Graphics & Gaming Technologies Microsoft Corporation

Size: px
Start display at page:

Download "Craig Peeper Software Architect Windows Graphics & Gaming Technologies Microsoft Corporation"

Transcription

1 Gaming Technologies Craig Peeper Software Architect Windows Graphics & Gaming Technologies Microsoft Corporation

2 Overview Games Yesterday & Today Game Components PC Platform & WGF 2.0 Game Trends Big Challenges in Game Creation Summary

3 Games Yesterday & Today Prince of Persia Doom Quake Max Payne Far Cry Age of Empires III

4 Game Components Content + Engine Platform

5 Content Components scripting sound effects as well as user interface story lighting Content modeling level design texturing / surfacing animation visual technologies

6 Content Creation Tool driven Combination of tools forms Art Pipeline Character Pipeline 3D Model/Sculpting Animation/Rigging Skinning Texturing Lighting/Shading An artist often specializes on one part of pipeline

7 Game Engine Components AI Graphics Physics Audio Engine Networking + I/O as well as installation patching resource management multithreading disk i/o state save/restore

8 Game Engines Studio chooses to build or buy Quake Source, Unreal engines Renderware, Gamebryo middleware Often come with great authoring tools (level editors, etc.) Componentized software May buy specialized components How many people can write a physics engine? Video codecs, etc Engine may be optimized for game genre/style Engine bounds range of content Global illumination, terrain, indoor scenes

9 Game Platform Components CPU + Memory Graphics Storage SW + HW Platform Audio Networking + Input

10 Game Platforms Console 10M 100M installed base fixed platform Moderately powerful hardware Standard & High definition video resolution (1080i, 720p) Controller, wheel (& keyboard, mouse) input Refreshed every 4-5 years 10 experience on TV

11 Game Platforms (cont.) PC 600M installed base (running Microsoft Windows) Non-uniform platform (video cards, memory, CPU) Most powerful hardware Least powerful too Very high resolution (1600x1200, 1920x1080, ) Keyboard, mouse (& controller) input 2 & 10 (desk vs living room) Notebook (portable gaming) Upgraded yearly!

12 Other Platforms Hand-held Dedicated consoles (PSP, Gameboy) Controller-like input Mobile phones 700M phones/year Non-uniform platform Keypad input Modest resolution (320x x480) 1995-class PC graphics Arcade Industrial version of home console?

13 PC as a Platform Large installed base Least expensive to publish on No platform royalties Large hw variation, rapidly evolving Large number of support calls Supports rapid innovation Profit from selling PC hardware! Games must span variability Influences content & engine Reach versus development cost Challenges Abstract hardware differences in platform Support innovation

14 New Direction for PC Platform Reduce unnecessary hardware variation Programmable hardware causes new problems Shading programs are part of content not engine Shading programs more complex Content must be portable & reusable Approach: Specify details that matter Representation, precision, accuracy Don t specify non-observable implementation details Use virtual machine model

15 Windows Graphics Foundation 2.0 Maintain consistent feature set Eliminate capability bits (optional features) Well defined behavior Multiple implementations produce same result E.g., IEEE-754 arithmetic Migrate legacy fixed functions to shaders Fixed-function lighting, alpha test, etc Consistent shader programming model Vertex and pixel shaders use common instruction set Obsolete assembly level programming Add optimizations where large benefit Scenario-specific formats (high dynamic range, normal maps)

16 Innovation in WGF 2.0 Integer & floating-point processing More general data flow Stream out to memory after vertex processing Unify textures, render targets, vertex buffers Arrayed resources Select array element to render to in shader Enables single-pass render to cube map New pipeline stage (geometry shader) Whole-primitive processing

17 Geometry Shader Shader stage that sees whole primitive 3 vertices of a triangle (or 2 vertices of a line) As well as adjacency (6 vertices per triangle) Can compute per-primitive data Pass to pixel shader Barycentric parameters Plane equations Can amplify data Extrude edges, expand points, generate shells Find silhouette edges Limited amplification (not a general tessellator)

18 WGF 2.0 Pipeline fixed programmable memory Constant Constant Constant Input Assembler Vertex Shader Geometry Shader Setup Rasterizer Pixel Shader Output Merger Sampler Sampler Stream out Sampler Vertex Buffer Index Buffer Texture Texture Stream Buffer Texture Depth Stencil Render Target Memory

19 Game Trends Record sales Visually stunning titles Half Life 2, Halo 2, Far Cry, Doom 3 Largest worlds Most detailed levels of realism Not just graphics: AI, physics, animation Longest development times Largest development costs Bulk of cost in producing content Increasing ratio of artists : programmers

20 Trends - Software Demand for larger worlds Demand for more detail Floppies vs CDs vs DVDs HALO2 4.2GB HD-DVD/Blueray 20GB Rising development cost Content creation is the bottleneck $10M content budget Art Pipeline is not scaling Amortize cost over multiple platforms

21 Trends Hardware CPU performance Clock speed brick wall Transition to multi-core CPUs Games are CPU-limited Games are tuned until they are not GPU-limited PC & consoles GPU performance 2x increase every 2 years

22 Hardware Lots of Room To Grow? Enthusiast GPU today (soon): 1-2 Teraflops nm ~ M transistors ~80 Watts Increasing attention on power efficiency

23 Game Development Challenges Creating & Managing Detail Scalable process for content creation CPU overload Multi-core not a panacea Volume of data Effective run-time management of data Tool power & expressiveness Traditional tools not powerful enough

24 GPU as Solution How best to use performance increases? CPU bottlenecks Offload more processing to the GPU? Simulations, physics? Content Support greater detail Don t create more work for artists Procedural detail?

25 Procedural Detail Techniques used in film production Scene Composition & Post Processing Translucency & Antialiasing Filter & Blend Texture Detail Procedural generation Modeling & Animation Tessellation + Displacement/Normal Maps

26 Scene Composition & Post Post effects becoming common place HDR, bloom, tints, grain, motion blur, depth of field. Global atmosphere Don t merge into individual assets Next step, on the fly Apply to individual scene elements Composite scene elements together Use to break up the scene detailing

27 Composition Commonly use render target blending Porter-Duff composition More generally use pixel shader to Apply curves and filters (blurs) Limiting factors Performance Transparency & depth compositing

28 Transparency Traditionally render back to front with blend Sort on CPU Interactions with other algorithms (e.g., shadows) Different algorithms for Objects with feathered edges (trees) Transparent objects (windows) Volumetric effects (particle systems) Opacity versus Coverage Use alpha to represent both Can we solve with hardware?

29 Unsorted Transparency Traditionally solved with a-buffer algorithm Save all of the pixel fragments for each pixel Resolve at end of frame Arbitrary number of fragments per pixel Lists (linked), dynamic allocation Look at good enough solutions Save some maximum number of fragments Fixed-function or programmable solution? Fixed-function more efficient, but extra hardware

30 Texture Maps Resolution increasing rapidly 4Kx4K high-resolution maps Nearing the 8Kx8K used for film Too much work to paint this much detail Don t paint individual skin pores Digital camera capture not the answer 4Kx4K RGBA = 2x compression

31 Texture Maps GPU virtual memory helps with size, but Can we ever really store enough resolution? A better way? Use procedural texture techniques Shaders now expressive enough Do they have enough performance? Artists concentrate on form Algorithmically add detail paint algorithm ids

32 Surfaces and Tessellation Increasing character complexity 2K 5K 15K triangles/character Increased skinning and morphing complexity k weights for each vertex Hand-tuned for animation Silhouette edges still look poor Compared to lighting and shading quality Alternative use higher-order surfaces Beziers, Catmull-Clark subdivision, NURBS, Many studios already model with surfaces Convert to triangles when packaging content

33 Tessellation Advantages Animate and skin the control mesh Less computation than per-vertex Tessellate the resulting control mesh Combine with displacement mapping Use for additional geometric detail Adds detail to silhouette edges Use normal maps for fine shading detail Combine with adaptive tessellation?

34 Skinned Control Mesh

35 Summary Games increasingly more complex World size, detail Bulk of cost in producing content Content creation process not scaling Amortize cost over multiple platforms Try to reduce cost of additional detail Run-time generation of detail Improved tools for controlling detail Good areas for additional research

36 Games Tomorrow

37 Questions

The Application Stage. The Game Loop, Resource Management and Renderer Design

The Application Stage. The Game Loop, Resource Management and Renderer Design 1 The Application Stage The Game Loop, Resource Management and Renderer Design Application Stage Responsibilities 2 Set up the rendering pipeline Resource Management 3D meshes Textures etc. Prepare data

More information

Next-Generation Graphics on Larrabee. Tim Foley Intel Corp

Next-Generation Graphics on Larrabee. Tim Foley Intel Corp Next-Generation Graphics on Larrabee Tim Foley Intel Corp Motivation The killer app for GPGPU is graphics We ve seen Abstract models for parallel programming How those models map efficiently to Larrabee

More information

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský

Real - Time Rendering. Graphics pipeline. Michal Červeňanský Juraj Starinský Real - Time Rendering Graphics pipeline Michal Červeňanský Juraj Starinský Overview History of Graphics HW Rendering pipeline Shaders Debugging 2 History of Graphics HW First generation Second generation

More information

Optimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June

Optimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June Optimizing and Profiling Unity Games for Mobile Platforms Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June 1 Agenda Introduction ARM and the presenter Preliminary knowledge

More information

Hardware Displacement Mapping

Hardware Displacement Mapping Matrox's revolutionary new surface generation technology, (HDM), equates a giant leap in the pursuit of 3D realism. Matrox is the first to develop a hardware implementation of displacement mapping and

More information

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer

Real-Time Rendering (Echtzeitgraphik) Michael Wimmer Real-Time Rendering (Echtzeitgraphik) Michael Wimmer wimmer@cg.tuwien.ac.at Walking down the graphics pipeline Application Geometry Rasterizer What for? Understanding the rendering pipeline is the key

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

Building scalable 3D applications. Ville Miettinen Hybrid Graphics

Building scalable 3D applications. Ville Miettinen Hybrid Graphics Building scalable 3D applications Ville Miettinen Hybrid Graphics What s going to happen... (1/2) Mass market: 3D apps will become a huge success on low-end and mid-tier cell phones Retro-gaming New game

More information

GUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON

GUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON Deferred Rendering in Killzone 2 Michal Valient Senior Programmer, Guerrilla Talk Outline Forward & Deferred Rendering Overview G-Buffer Layout Shader Creation Deferred Rendering in Detail Rendering Passes

More information

A Trip Down The (2011) Rasterization Pipeline

A Trip Down The (2011) Rasterization Pipeline A Trip Down The (2011) Rasterization Pipeline Aaron Lefohn - Intel / University of Washington Mike Houston AMD / Stanford 1 This talk Overview of the real-time rendering pipeline available in ~2011 corresponding

More information

Introduction to the Direct3D 11 Graphics Pipeline

Introduction to the Direct3D 11 Graphics Pipeline Introduction to the Direct3D 11 Graphics Pipeline Kevin Gee - XNA Developer Connection Microsoft Corporation 2008 NVIDIA Corporation. Direct3D 11 focuses on Key Takeaways Increasing scalability, Improving

More information

3D Rendering Pipeline

3D Rendering Pipeline 3D Rendering Pipeline Reference: Real-Time Rendering 3 rd Edition Chapters 2 4 OpenGL SuperBible 6 th Edition Overview Rendering Pipeline Modern CG Inside a Desktop Architecture Shaders Tool Stage Asset

More information

CS GAME PROGRAMMING Question bank

CS GAME PROGRAMMING Question bank CS6006 - GAME PROGRAMMING Question bank Part A Unit I 1. List the different types of coordinate systems. 2. What is ray tracing? Mention some applications of ray tracing. 3. Discuss the stages involved

More information

GeForce4. John Montrym Henry Moreton

GeForce4. John Montrym Henry Moreton GeForce4 John Montrym Henry Moreton 1 Architectural Drivers Programmability Parallelism Memory bandwidth 2 Recent History: GeForce 1&2 First integrated geometry engine & 4 pixels/clk Fixed-function transform,

More information

Lecture 4: Geometry Processing. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Lecture 4: Geometry Processing. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011) Lecture 4: Processing Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Today Key per-primitive operations (clipping, culling) Various slides credit John Owens, Kurt Akeley,

More information

Graphics Hardware. Instructor Stephen J. Guy

Graphics Hardware. Instructor Stephen J. Guy Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!

More information

Lecture 13: Reyes Architecture and Implementation. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Lecture 13: Reyes Architecture and Implementation. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011) Lecture 13: Reyes Architecture and Implementation Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) A gallery of images rendered using Reyes Image credit: Lucasfilm (Adventures

More information

Beginning Direct3D Game Programming: 1. The History of Direct3D Graphics

Beginning Direct3D Game Programming: 1. The History of Direct3D Graphics Beginning Direct3D Game Programming: 1. The History of Direct3D Graphics jintaeks@gmail.com Division of Digital Contents, DongSeo University. April 2016 Long time ago Before Windows, DOS was the most popular

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel But you really want shadows, reflections, global illumination, antialiasing

More information

A SIMD-efficient 14 Instruction Shader Program for High-Throughput Microtriangle Rasterization

A SIMD-efficient 14 Instruction Shader Program for High-Throughput Microtriangle Rasterization A SIMD-efficient 14 Instruction Shader Program for High-Throughput Microtriangle Rasterization Jordi Roca Victor Moya Carlos Gonzalez Vicente Escandell Albert Murciego Agustin Fernandez, Computer Architecture

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring

More information

How to Work on Next Gen Effects Now: Bridging DX10 and DX9. Guennadi Riguer ATI Technologies

How to Work on Next Gen Effects Now: Bridging DX10 and DX9. Guennadi Riguer ATI Technologies How to Work on Next Gen Effects Now: Bridging DX10 and DX9 Guennadi Riguer ATI Technologies Overview New pipeline and new cool things Simulating some DX10 features in DX9 Experimental techniques Why This

More information

Spring 2011 Prof. Hyesoon Kim

Spring 2011 Prof. Hyesoon Kim Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

CS4620/5620: Lecture 14 Pipeline

CS4620/5620: Lecture 14 Pipeline CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine

More information

Course Recap + 3D Graphics on Mobile GPUs

Course Recap + 3D Graphics on Mobile GPUs Lecture 18: Course Recap + 3D Graphics on Mobile GPUs Interactive Computer Graphics Q. What is a big concern in mobile computing? A. Power Two reasons to save power Run at higher performance for a fixed

More information

2.11 Particle Systems

2.11 Particle Systems 2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced

More information

Enhancing Traditional Rasterization Graphics with Ray Tracing. October 2015

Enhancing Traditional Rasterization Graphics with Ray Tracing. October 2015 Enhancing Traditional Rasterization Graphics with Ray Tracing October 2015 James Rumble Developer Technology Engineer, PowerVR Graphics Overview Ray Tracing Fundamentals PowerVR Ray Tracing Pipeline Using

More information

Spring 2009 Prof. Hyesoon Kim

Spring 2009 Prof. Hyesoon Kim Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

Graphics and Imaging Architectures

Graphics and Imaging Architectures Graphics and Imaging Architectures Kayvon Fatahalian http://www.cs.cmu.edu/afs/cs/academic/class/15869-f11/www/ About Kayvon New faculty, just arrived from Stanford Dissertation: Evolving real-time graphics

More information

MAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer

MAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer MAXIS-mizing Darkspore*: A Case Study of Graphic Analysis and Optimizations in Maxis Deferred Renderer A New Gaming Experience Made Possible With Processor Graphics Released in early 2011, the 2nd Generation

More information

Enabling immersive gaming experiences Intro to Ray Tracing

Enabling immersive gaming experiences Intro to Ray Tracing Enabling immersive gaming experiences Intro to Ray Tracing Overview What is Ray Tracing? Why Ray Tracing? PowerVR Wizard Architecture Example Content Unity Hybrid Rendering Demonstration 3 What is Ray

More information

A Real-time Micropolygon Rendering Pipeline. Kayvon Fatahalian Stanford University

A Real-time Micropolygon Rendering Pipeline. Kayvon Fatahalian Stanford University A Real-time Micropolygon Rendering Pipeline Kayvon Fatahalian Stanford University Detailed surfaces Credit: DreamWorks Pictures, Shrek 2 (2004) Credit: Pixar Animation Studios, Toy Story 2 (1999) Credit:

More information

RSX Best Practices. Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog

RSX Best Practices. Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog RSX Best Practices Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog RSX Best Practices About libgcm Using the SPUs with the RSX Brief overview of GCM Replay December 7 th, 2004

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

Comparing Reyes and OpenGL on a Stream Architecture

Comparing Reyes and OpenGL on a Stream Architecture Comparing Reyes and OpenGL on a Stream Architecture John D. Owens Brucek Khailany Brian Towles William J. Dally Computer Systems Laboratory Stanford University Motivation Frame from Quake III Arena id

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

Approximate Catmull-Clark Patches. Scott Schaefer Charles Loop

Approximate Catmull-Clark Patches. Scott Schaefer Charles Loop Approximate Catmull-Clark Patches Scott Schaefer Charles Loop Approximate Catmull-Clark Patches Scott Schaefer Charles Loop Catmull-Clark Surface ACC-Patches Polygon Models Prevalent in game industry Very

More information

CONSOLE ARCHITECTURE

CONSOLE ARCHITECTURE CONSOLE ARCHITECTURE Introduction Part 1 What is a console? Console components Differences between consoles and PCs Benefits of console development The development environment Console game design What

More information

Why modern versions of OpenGL should be used Some useful API commands and extensions

Why modern versions of OpenGL should be used Some useful API commands and extensions Michał Radziszewski Why modern versions of OpenGL should be used Some useful API commands and extensions Timer Query EXT Direct State Access (DSA) Geometry Programs Position in pipeline Rendering wireframe

More information

Performance OpenGL Programming (for whatever reason)

Performance OpenGL Programming (for whatever reason) Performance OpenGL Programming (for whatever reason) Mike Bailey Oregon State University Performance Bottlenecks In general there are four places a graphics system can become bottlenecked: 1. The computer

More information

Evolution of GPUs Chris Seitz

Evolution of GPUs Chris Seitz Evolution of GPUs Chris Seitz Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing

More information

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable

More information

Ptex: Per-face Texture Mapping for Production Rendering

Ptex: Per-face Texture Mapping for Production Rendering EGSR 2008 Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios (See attached slide notes for details) Texture Mapping at Disney Chicken

More information

Motivation MGB Agenda. Compression. Scalability. Scalability. Motivation. Tessellation Basics. DX11 Tessellation Pipeline

Motivation MGB Agenda. Compression. Scalability. Scalability. Motivation. Tessellation Basics. DX11 Tessellation Pipeline MGB 005 Agenda Motivation Tessellation Basics DX Tessellation Pipeline Instanced Tessellation Instanced Tessellation in DX0 Displacement Mapping Content Creation Compression Motivation Save memory and

More information

The NVIDIA GeForce 8800 GPU

The NVIDIA GeForce 8800 GPU The NVIDIA GeForce 8800 GPU August 2007 Erik Lindholm / Stuart Oberman Outline GeForce 8800 Architecture Overview Streaming Processor Array Streaming Multiprocessor Texture ROP: Raster Operation Pipeline

More information

Graphics Architectures and OpenCL. Michael Doggett Department of Computer Science Lund university

Graphics Architectures and OpenCL. Michael Doggett Department of Computer Science Lund university Graphics Architectures and OpenCL Michael Doggett Department of Computer Science Lund university Overview Parallelism Radeon 5870 Tiled Graphics Architectures Important when Memory and Bandwidth limited

More information

POWERVR MBX. Technology Overview

POWERVR MBX. Technology Overview POWERVR MBX Technology Overview Copyright 2009, Imagination Technologies Ltd. All Rights Reserved. This publication contains proprietary information which is subject to change without notice and is supplied

More information

Lecture 13: OpenGL Shading Language (GLSL)

Lecture 13: OpenGL Shading Language (GLSL) Lecture 13: OpenGL Shading Language (GLSL) COMP 175: Computer Graphics April 18, 2018 1/56 Motivation } Last week, we discussed the many of the new tricks in Graphics require low-level access to the Graphics

More information

COMP 4801 Final Year Project. Ray Tracing for Computer Graphics. Final Project Report FYP Runjing Liu. Advised by. Dr. L.Y.

COMP 4801 Final Year Project. Ray Tracing for Computer Graphics. Final Project Report FYP Runjing Liu. Advised by. Dr. L.Y. COMP 4801 Final Year Project Ray Tracing for Computer Graphics Final Project Report FYP 15014 by Runjing Liu Advised by Dr. L.Y. Wei 1 Abstract The goal of this project was to use ray tracing in a rendering

More information

Dave Shreiner, ARM March 2009

Dave Shreiner, ARM March 2009 4 th Annual Dave Shreiner, ARM March 2009 Copyright Khronos Group, 2009 - Page 1 Motivation - What s OpenGL ES, and what can it do for me? Overview - Lingo decoder - Overview of the OpenGL ES Pipeline

More information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

Real-Time Hair Rendering on the GPU NVIDIA

Real-Time Hair Rendering on the GPU NVIDIA Real-Time Hair Rendering on the GPU Sarah Tariq NVIDIA Motivation Academia and the movie industry have been simulating and rendering impressive and realistic hair for a long time We have demonstrated realistic

More information

gltf 2.0: Status and Outlook

gltf 2.0: Status and Outlook gltf 2.0: Status and Outlook 31st July 2018 by Norbert Nopper (nopper@ux3d.io, @McNopper) Content Status (15 minutes) Outlook (35 minutes) Questions & Answers (10 minutes) Status gltf 2.0 What we currently

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Real-Time Reyes Programmable Pipelines and Research Challenges

Real-Time Reyes Programmable Pipelines and Research Challenges Real-Time Reyes Programmable Pipelines and Research Challenges Anjul Patney University of California, Davis This talk Parallel Computing for Graphics: In Action What does it take to write a programmable

More information

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload)

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Lecture 2: Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Visual Computing Systems Today Finishing up from last time Brief discussion of graphics workload metrics

More information

3D Production Pipeline

3D Production Pipeline Overview 3D Production Pipeline Story Character Design Art Direction Storyboarding Vocal Tracks 3D Animatics Modeling Animation Rendering Effects Compositing Basics : OpenGL, transformation Modeling :

More information

Real-Time Hair Simulation and Rendering on the GPU. Louis Bavoil

Real-Time Hair Simulation and Rendering on the GPU. Louis Bavoil Real-Time Hair Simulation and Rendering on the GPU Sarah Tariq Louis Bavoil Results 166 simulated strands 0.99 Million triangles Stationary: 64 fps Moving: 41 fps 8800GTX, 1920x1200, 8XMSAA Results 166

More information

Optimizing DirectX Graphics. Richard Huddy European Developer Relations Manager

Optimizing DirectX Graphics. Richard Huddy European Developer Relations Manager Optimizing DirectX Graphics Richard Huddy European Developer Relations Manager Some early observations Bear in mind that graphics performance problems are both commoner and rarer than you d think The most

More information

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Streaming Massive Environments From Zero to 200MPH

Streaming Massive Environments From Zero to 200MPH FORZA MOTORSPORT From Zero to 200MPH Chris Tector (Software Architect Turn 10 Studios) Turn 10 Internal studio at Microsoft Game Studios - we make Forza Motorsport Around 70 full time staff 2 Why am I

More information

Lecture 9: Deferred Shading. Visual Computing Systems CMU , Fall 2013

Lecture 9: Deferred Shading. Visual Computing Systems CMU , Fall 2013 Lecture 9: Deferred Shading Visual Computing Systems The course so far The real-time graphics pipeline abstraction Principle graphics abstractions Algorithms and modern high performance implementations

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects

More information

CS452/552; EE465/505. Clipping & Scan Conversion

CS452/552; EE465/505. Clipping & Scan Conversion CS452/552; EE465/505 Clipping & Scan Conversion 3-31 15 Outline! From Geometry to Pixels: Overview Clipping (continued) Scan conversion Read: Angel, Chapter 8, 8.1-8.9 Project#1 due: this week Lab4 due:

More information

Dominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment

Dominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment Dominic Filion, Senior Engineer Blizzard Entertainment Rob McNaughton, Lead Technical Artist Blizzard Entertainment Screen-space techniques Deferred rendering Screen-space ambient occlusion Depth of Field

More information

Direct Rendering of Trimmed NURBS Surfaces

Direct Rendering of Trimmed NURBS Surfaces Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended

More information

Introduction. What s New in This Edition

Introduction. What s New in This Edition Introduction Welcome to the fourth edition of the OpenGL SuperBible. For more than ten years, we have striven to provide the world s best introduction to not only OpenGL, but 3D graphics programming in

More information

3D Computer Games Technology and History. Markus Hadwiger VRVis Research Center

3D Computer Games Technology and History. Markus Hadwiger VRVis Research Center 3D Computer Games Technology and History VRVis Research Center Lecture Outline Overview of the last ten years A look at seminal 3D computer games Most important techniques employed Graphics research and

More information

Introduction to Computer Graphics with WebGL

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

More information

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window

More information

Efficient GPU Rendering of Subdivision Surfaces. Tim Foley,

Efficient GPU Rendering of Subdivision Surfaces. Tim Foley, Efficient GPU Rendering of Subdivision Surfaces Tim Foley, 2017-03-02 Collaborators Activision Wade Brainerd Stanford Matthias Nießner NVIDIA Manuel Kraemer Henry Moreton 2 Subdivision surfaces are a powerful

More information

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming Chapter IV Fragment Processing and Output Merging Fragment Processing The per-fragment attributes may include a normal vector, a set of texture coordinates, a set of color values, a depth, etc. Using these

More information

Computergrafik. Matthias Zwicker. Herbst 2010

Computergrafik. Matthias Zwicker. Herbst 2010 Computergrafik Matthias Zwicker Universität Bern Herbst 2010 Today Bump mapping Shadows Shadow mapping Shadow mapping in OpenGL Bump mapping Surface detail is often the result of small perturbations in

More information

Copyright Khronos Group Page 1

Copyright Khronos Group Page 1 Gaming Market Briefing Overview of APIs GDC March 2016 Neil Trevett Khronos President NVIDIA Vice President Developer Ecosystem ntrevett@nvidia.com @neilt3d Copyright Khronos Group 2016 - Page 1 Copyright

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

TSBK03 Screen-Space Ambient Occlusion

TSBK03 Screen-Space Ambient Occlusion TSBK03 Screen-Space Ambient Occlusion Joakim Gebart, Jimmy Liikala December 15, 2013 Contents 1 Abstract 1 2 History 2 2.1 Crysis method..................................... 2 3 Chosen method 2 3.1 Algorithm

More information

PowerVR Hardware. Architecture Overview for Developers

PowerVR Hardware. Architecture Overview for Developers Public Imagination Technologies PowerVR Hardware Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.

More information

Graphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics

Graphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics Why GPU? Chapter 1 Graphics Hardware Graphics Processing Unit (GPU) is a Subsidiary hardware With massively multi-threaded many-core Dedicated to 2D and 3D graphics Special purpose low functionality, high

More information

Bringing AAA graphics to mobile platforms. Niklas Smedberg Senior Engine Programmer, Epic Games

Bringing AAA graphics to mobile platforms. Niklas Smedberg Senior Engine Programmer, Epic Games Bringing AAA graphics to mobile platforms Niklas Smedberg Senior Engine Programmer, Epic Games Who Am I A.k.a. Smedis Platform team at Epic Games Unreal Engine 15 years in the industry 30 years of programming

More information

Spring 2010 Prof. Hyesoon Kim. AMD presentations from Richard Huddy and Michael Doggett

Spring 2010 Prof. Hyesoon Kim. AMD presentations from Richard Huddy and Michael Doggett Spring 2010 Prof. Hyesoon Kim AMD presentations from Richard Huddy and Michael Doggett Radeon 2900 2600 2400 Stream Processors 320 120 40 SIMDs 4 3 2 Pipelines 16 8 4 Texture Units 16 8 4 Render Backens

More information

Interactive Cloth Simulation. Matthias Wloka NVIDIA Corporation

Interactive Cloth Simulation. Matthias Wloka NVIDIA Corporation Interactive Cloth Simulation Matthias Wloka NVIDIA Corporation MWloka@nvidia.com Overview Higher-order surfaces Vertex-shader deformations Lighting modes Per-vertex diffuse Per-pixel diffuse with bump-map

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York

Graphics Shaders. Theory and Practice. Second Edition. Mike Bailey. Steve Cunningham. CRC Press. Taylor&FnincIs Croup tootutor London New York Graphics Shaders Second Edition ' -i'nsst«i«{r szizt/siss?.aai^m&/gm^mmm3$8iw3ii Theory and Practice Mike Bailey Steve Cunningham CRC Press Taylor&FnincIs Croup tootutor London New York CRCPrea it an Imprint

More information

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 FTF-AUT-F0348 Hugo Osornio Luis Olea A P R. 2 0 1 4 TM External Use Agenda Back to the Basics! What is a GPU?

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

Adding Advanced Shader Features and Handling Fragmentation

Adding Advanced Shader Features and Handling Fragmentation Copyright Khronos Group, 2010 - Page 1 Adding Advanced Shader Features and Handling Fragmentation How to enable your application on a wide range of devices Imagination Technologies Copyright Khronos Group,

More information

Real - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský

Real - Time Rendering. Pipeline optimization. Michal Červeňanský Juraj Starinský Real - Time Rendering Pipeline optimization Michal Červeňanský Juraj Starinský Motivation Resolution 1600x1200, at 60 fps Hw power not enough Acceleration is still necessary 3.3.2010 2 Overview Application

More information

Rendering Grass with Instancing in DirectX* 10

Rendering Grass with Instancing in DirectX* 10 Rendering Grass with Instancing in DirectX* 10 By Anu Kalra Because of the geometric complexity, rendering realistic grass in real-time is difficult, especially on consumer graphics hardware. This article

More information

Scene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development

Scene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Chap. 5 Scene Management Overview Scene Management vs Rendering This chapter is about rendering

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

Could you make the XNA functions yourself?

Could you make the XNA functions yourself? 1 Could you make the XNA functions yourself? For the second and especially the third assignment, you need to globally understand what s going on inside the graphics hardware. You will write shaders, which

More information

Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation

Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation Charles Loop Microsoft Research Scott Schaefer Texas A&M University Tianyun Ni NVIDIA Ignacio Castaño NVIDIA Goal Real-Time

More information

DirectX10 Effects and Performance. Bryan Dudash

DirectX10 Effects and Performance. Bryan Dudash DirectX10 Effects and Performance Bryan Dudash Today s sessions Now DX10のエフェクトとパフォーマンスならび使用法 Bryan Dudash NVIDIA 16:50 17:00 BREAK 17:00 18:30 NVIDIA GPUでの物理演算 Simon Green NVIDIA Motivation Direct3D 10

More information

DirectX10 Effects. Sarah Tariq

DirectX10 Effects. Sarah Tariq DirectX10 Effects Sarah Tariq Motivation Direct3D 10 is Microsoft s next graphics API Driving the feature set of next generation GPUs New driver model Improved performance Many new features New programmability,

More information

Scalable multi-gpu cloud raytracing with OpenGL

Scalable multi-gpu cloud raytracing with OpenGL Scalable multi-gpu cloud raytracing with OpenGL University of Žilina Digital technologies 2014, Žilina, Slovakia Overview Goals Rendering distant details in visualizations Raytracing Multi-GPU programming

More information

CS770/870 Fall 2015 Advanced GLSL

CS770/870 Fall 2015 Advanced GLSL Expanded Graphics Pipeline CS770/870 Fall 2015 Advanced GLSL Geometry definition Shaders can actually be inserted in more places in pipeline Vertex and fragment shaders are most important Vertex shader

More information

Models and Architectures

Models and Architectures Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation

More information

Profiling and Debugging Games on Mobile Platforms

Profiling and Debugging Games on Mobile Platforms Profiling and Debugging Games on Mobile Platforms Lorenzo Dal Col Senior Software Engineer, Graphics Tools Gamelab 2013, Barcelona 26 th June 2013 Agenda Introduction to Performance Analysis with ARM DS-5

More information

X. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1

X. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1 X. GPU Programming 320491: Advanced Graphics - Chapter X 1 X.1 GPU Architecture 320491: Advanced Graphics - Chapter X 2 GPU Graphics Processing Unit Parallelized SIMD Architecture 112 processing cores

More information