CS GAME PROGRAMMING Question bank

Save this PDF as:
 WORD  PNG  TXT  JPG

Size: px
Start display at page:

Download "CS GAME PROGRAMMING Question bank"

Transcription

1 CS 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 in game development process. 4. How model export and import is carried out in game modeling? 5. Outline the role of rendering pipeline in GPU? 6. Identify the substages of rasterization 7. What is the impact of fragment processing stage? 8. Examine the significance of RGBAZ segment. 9. How the perceived color of a surface point is defined in Phong lighting model? Assess the disadvantage in this model. 10. Write notes on vertex shader. Categorize the various shading languages. 11. Compare polygon mesh with parametric curves and surfaces. 12. Define bilinear patch. 13. Highlight the features of Shader Model What do you mean by texture addressing mode? 15. Write short notes on bump mapping? 16. Classify the various algorithms which use textures for more realistic shading. 17. What is deferred shading? 18. Explain keyframe animation. 19. What is the need of physics based simulation in game programming? 20. Define impulse. Unit - II 1. List the characteristics of game characters. 2. Why relating the characters in game programming is important? 3. Discuss the pros and cons of linear stories. 4. Define granularity in the context of game programming. 5. What are the emotional limits of nonlinear stories? 6. What is the primary function of game narration? 7. How to balance between difficulty and ability of gameplayers? 8. Suggest few ways to fine-tune the game efficiency. 9. What are the different components that define how your game works? 10. Examine the relationship between economy and game designing time. 11. Explain the level design process. 12. What are the pitfalls of level design? 13. What are action games? 14. Outline the advantages of online games. 15. Discuss the features of simulation games. 16. What is collision detection and collision resolution? 17. How collision detection algorithms are implemented?

2 18. What is a role-playing game? 19. Define game AI. 20. What is pathfinding? Unit III 1. What is rendering? Give example. 2. Compare software rendering and hardware rendering. 3. What is the use of frame buffer? 4. Explain texture sampling. 5. Examine the purpose of VRAM in the graphics card. 6. What do you mean by vertex morphing? 7. What do you think about kinematics? 8. Assess the importance of particle systems. 9. Why geometric sorting is preferred? 10. What is a portal? 11. Write notes on user-defined maps. 12. Examine geometric level of design. 13. What is popping effect? 14. State the disadvantage in infinite level of detail. 15. What are terrains? 16. What happens when objects moving with constant linear velocity collide? 17. Discuss collision detection for convex polyhedra. 18. How to find collision between moving objects? 19. What does a physics engine do? 20. How to model deformable bodies? Unit IV 1. What is a gaming platform? 2. How to embed flash in HTML? 3. Give an example that illustrates polymorphism in Flashscript. 4. How do you know if DirectX is using hardware acceleration or software rendering? 5. What is the use of DirectX? 6. What is OpenGL? Give Brief introduction about it. 7. Give the main advantages that OpenGL have over Microsoft s proprietary Direct3D. 8. Examine the use of Java multithreading in game development. 9. Explain the package support provided by Java for gaming. 10. What is XNA? 11. Define cross platform. 12. Write short notes on gaming consoles. 13. Identify the different operating systems for smart phones. 14. Mention some of the game repositories. 15. State the purpose of integrated development environment ingame development. 16. How mobile gaming for Android can be developed? 17. Why ios is considered as secured? 18. What are game engines? 19. Why Adventure Game Studio mostly suits adventure games? 20. What are open source game platforms?

3 Unit V 1. What is DirectX programming? 2. Why DirectX relies on Windows? 3. What does the component DirectPlay provide? 4. What is Direct3D? 5. Write notes on game loop. 6. What is an interactive game? 7. Name any four interactive games. 8. Differentiate 2D and 3D interactive games. 9. Compare OpenGL and DirectX. 10. What is the role of OpenGL in developing interactive games? 11. Define isometric games. 12. What are tile-based games? 13. How DirectX is used to develop isometric and tile-based games? 14. What do you mean by puzzle games? 15. Mention some of the popular puzzle games. 16. Write notes on single player games. 17. Give examples for single player games. 18. What do you think of multi-player games? 19. Identify the famous multi-player games in real world. 20. Differentiate single player and multi-player games. Part B Unit 1 1. Describe how the points of intersection where a ray strikes an object can be found? 2. How to alter the path of a ray when it strikes a reflective or refractive surface? 3. Write notes on the polygon mesh representation. 4. Describe how a polygon mesh is created and represented in the vertex buffer. 5. Brief the stages of rendering pipeline. 6. Explain how vertex transformation is done and briefly show how a vertex can be lit? 7. Explain the following: (i) Clipping (ii) Perspective Division (iii) Back-face Culling (iv) Viewport Transform (v) Scan Conversion 8. Explain texture coordinates and surface parameterization. 9. How texel address is computed from texture coordinates? 10. Describe the following terms in Phong Lighting Model: (i) Diffuse Reflection (ii) Specular Reflection (iii) Ambient Reflection (iv) Emissive Light 11. Compare and contrast per-vertex lighting and perfragment lighting. 12. Discuss the following algorithms of global illumination:

4 (a) Ray Tracing (b) Radiosity 13. State the following parametric curves: (i) Bezier Curves (ii) Hermite Curve and Catmull-Rom Spline 14. Examine the functionalities of stages evolved in the various shader models. 15. Predict how the following is useful in increasing the visual realism of the 3D scene: (i) Texture Addressing Mode (ii) Texture Filtering (iii) Mipmapping (iv) Anisotropic Filtering 16. Analyze the following algorithms of bump mapping: (i) Normal Mapping (ii) Tangent-space Normal Mapping 17. Assess the following representative algorithms of realistic shading: (i) Environment Mapping (ii) Light Mapping (iii) Shadow Mapping 18. Explain: (i) Ambient Occlusion 19. Determine the major steps involved in game production pipeline. Also state why it is called a pipeline? 20. Assess the primary responsibilities carried out in game production pipeline. 21. Devise how the following is useful in representing the opacity and depth values of the fragment program: (i) Z-Buffering, (ii) Alpha Blending and (iii) Z-Culling 22. Verify how the following are used to construct Bezier surfaces: (i) Bilinear Patch (ii) Biquadratic Bezier Patch (iii) Bicubic Bezier Patch (iv) Bezier Triangle 23. Propose the fundamental algorithms upon which various state-of-the-art techniques can be built to control human character animation. Unit II 1. Discuss the goals of character design. 2. Explain the visual appearances of characters in games. 3. Why stories play an important role in games? 4. Define Dramatic Tension and Gameplay Tension and discuss their role in entertaining the game player. 5. Explain the following: (i) Role of narrative (ii) Commonly used narrative blocks (iii) Balancing narrative and gameplay 6. Devise the relationship between storytelling engine and user interface. 7. What is a balanced game? Explain.

5 8. Why to avoid dominant strategies? Discuss. 9. What are core mechanics? How to turn rules into core mechanics? 10. Why to avoid dominant strategies? Discuss. 11. Explain the following: (i) Core mechanics and gameplay. (ii) Core mechanics design. 12. Describe how the different layouts significantly affect the player s perception in games. 13. Examine the various categories of game genres with illustrations. 14. Describe in detail how collision detection algorithms are categorized. 15. Explain the following: i. Bounding volumes and their hierarchy. ii. Triangle-triangle intersection. 16. Examine with illustrations the various steps involved in game creation. 17. Determine how artificial intelligence plays a major role in game programming. 18. Write short notes on pathfinding. 19. Explain the different solution to path finding. 20. Design the various attributes of character depth and game audio. 21. Assess how to understand and control positive feedback? 22. Comment on the two undesirable qualities of unbalanced games. 23. Devise the following key design principles: (i) Universal level design principles (ii) Genre-specific level design principles 24. Determine the pseudodistance function method of separating axes. 25. Assess how to design a pseudodistance-based iterative method for determining the first time of contact between two objects. Unit III 1. Describe software rendering with suitable examples. 2. Explain hardware rendering in detail. 3. Write short notes on the following: (i) Pixel shaders (7) (ii) Stencil bufffering (6) 4. Describe how positions, orientations and scales are interpolated using keyframe animation. 5. Examine how vertex morphing is implemented in controller-based animation. 6. How numerical methods attempt to provide solutions to inverse kinematics? 7. Explain: (i) Binary Space Partitioning Tree Construction (ii) Binary Space Partitioning Tree Usage 8. Describe the following: (i) Node-based sorting (ii) Occlusion culling 9. Briefly explain: (i) Sprites (ii) Billboards 10. Examine the algorithms of continuous level of detail.

6 11. Explain how linear component 3D objects can be represented and manipulated in the game engine. 12. Assess the following quadric surfaces: (i) Spheres (ii) Ellipsoids (iii)cylinders (iii)cones 13. Explain how physical simulation of particle systems is supported by the physics engine. 14. Explain mass-spring systems in detail with example. 15. Assess the significance of rendering in game programming. 16. State the reasons why software rendering is considered important than hardware rendering? 17. How key frame compression reduces the memory usage to store the samples? 18. How skinning is helpful in providing a smooth animation? 19. Answer the following: (i) Planar Components (ii) Boxex (iii)sphere-swept volumes 20. Devise the steps to create a general physics engine that handles interacting bodies. Unit IV 1. What kind of games can Flash be used for effectively? Explain. 2. Explain how DirectX is used to create windows based games. 3. Describe the steps involved in creating a simple OpenGL game application. 4. Examine how Java can be used to develop 2D games. Write short notes on the games developed using Java. 5. How to make games with Python? Explain the Python support for games and mention some famous games written in Python. 6. Describe the Microsoft XNA game studio IDE for building video games. 7. Assess how the Android Studio IDE provides the fastest tools for building game applications. Describe the unique features of ios user interface. Discuss the security aspects of ios in game programming. 8. Write short notes on the various game repositories. 9. Determine and explain the different video game consoles with examples. 10. Explain in detail the various characteristics of game engines. 11. What are adventure games? How to create graphical pointand- click adventure games using Adventure Game Studio? 12. Explain the following features of DX Studio: (i) 3D Graphics Technology (ii) Gaming with rapid application development tools 13. Discuss the cross platform support extended by Unity game engine. 14. How Unity game engine is used to develop video games for different gaming consoles? 15. Assess the salient features and limitations of the various gaming platforms. 16. Explain in detail the different gaming platforms with the list of popular games developed in each gaming platform.

7 17. Create a simple game in any of the gaming platform and explain. 18. Compare and contrast Adventure Game Studio, DX Studio and Unity gaming engines. Unit 5 1. Describe elaborately the primary components of DirectX with a block diagram. 2. Devise the steps involved in creating a simple DirectXgraphics program. 3. Explain the following: (i) Direct3D (ii) Jamming with DirectX audio 4. Describe how to draw animated sprites and transparent sprites using DirectX programming. Explain elaborately the 3D graphics fundamentals of DirectX programming. 5. Examine the steps used to develop a 2D interactive game using OpenGL. 6. How to create a 3D interactive game with OpenGL. Assess in detail the process of developing the game. 7. Analyze how DirectX is helpful in the making of a 2D interactive game. Explain. 8. What is the procedure to develop a 3D interactive game in DirectX? Give a detailed explanation. 9. Explain isometric games with an example. 10. Examine the process of developing tile-based games with the help of DirectX. 11. Explain puzzle games in detail with an example. 12. Describe the process of evaluating the player capability and game efficiency in singleplayer games. 13. Explain multi-player games and discuss the steps used to create a multi-player game. 14. Design a paddle game and construct the steps in developing the paddle game. 15. Assess how a puzzle game can be developed with an example. 16. Design a 3D version of a ball-and-paddle game and explain the steps in detail. 17. Determine and explain the drawbacks of single player games with proper illustrations.

Mathematical Tools in Computer Graphics with C# Implementations Table of Contents

Mathematical Tools in Computer Graphics with C# Implementations Table of Contents Mathematical Tools in Computer Graphics with C# Implementations by Hardy Alexandre, Willi-Hans Steeb, World Scientific Publishing Company, Incorporated, 2008 Table of Contents List of Figures Notation

More information

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010 Computer Graphics 1 Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons

More information

Advanced 3D Game Programming with DirectX* 10.0

Advanced 3D Game Programming with DirectX* 10.0 Advanced 3D Game Programming with DirectX* 10.0 Peter Walsh Wordware Publishing, Inc. Acknowledgments Introduction xiii xv Chapter I Windows I A Word about Windows I Hungarian Notation 3 General Windows

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

Deferred Rendering Due: Wednesday November 15 at 10pm

Deferred Rendering Due: Wednesday November 15 at 10pm CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

More information

- Location: Annenberg Text: Mostly Self-Contained on course Web pages. - Al Barr

- Location: Annenberg Text: Mostly Self-Contained on course Web pages. - Al Barr CS171 Computer Graphics Time: 3pm-3:55pm MW(F) - Location: Annenberg 105 - Text: Mostly Self-Contained on course Web pages Instructor: - Al Barr barradmin@cs.caltech.edu, TAs: - Kevin (Kevli) Li - kevli@caltech.edu

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

https://ilearn.marist.edu/xsl-portal/tool/d4e4fd3a-a3...

https://ilearn.marist.edu/xsl-portal/tool/d4e4fd3a-a3... Assessment Preview - This is an example student view of this assessment done Exam 2 Part 1 of 5 - Modern Graphics Pipeline Question 1 of 27 Match each stage in the graphics pipeline with a description

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

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

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

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

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic. Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

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

SEOUL NATIONAL UNIVERSITY

SEOUL NATIONAL UNIVERSITY Fashion Technology 5. 3D Garment CAD-1 Sungmin Kim SEOUL NATIONAL UNIVERSITY Overview Design Process Concept Design Scalable vector graphics Feature-based design Pattern Design 2D Parametric design 3D

More information

Development of Computer Graphics

Development of Computer Graphics 1951 Whirlwind, Jay Forrester (MIT) CRT displays mid 1950s SAGE air defense system command & control CRT, light pens late 1950s Computer Art, James Whitney Sr. Visual Feedback loops 1962 Sketchpad, Ivan

More information

Introduction to 3D Graphics

Introduction to 3D Graphics Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is

More information

MODELING AND HIERARCHY

MODELING AND HIERARCHY MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical

More information

Foundations of 3D Graphics Programming

Foundations of 3D Graphics Programming Foundations of 3D Graphics Programming Jim X. Chen Edward J. Wegman Foundations of 3D Graphics Programming Using JOGL and Java3D With 139 Figures Jim X. Chen, PhD Computer Science Department George Mason

More information

Lecture 2. Shaders, GLSL and GPGPU

Lecture 2. Shaders, GLSL and GPGPU Lecture 2 Shaders, GLSL and GPGPU Is it interesting to do GPU computing with graphics APIs today? Lecture overview Why care about shaders for computing? Shaders for graphics GLSL Computing with shaders

More information

Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility

Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility Interoperability Chart Version 2015 LEGEND Perfect compatibility Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility

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

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

Welcome to COMP 770 (236) Introduction. Prerequisites. Prerequisites

Welcome to COMP 770 (236) Introduction. Prerequisites. Prerequisites Welcome to COMP 770 (236) Introduction Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd Instructor: Brandon Lloyd Email: blloyd@cs.unc.edu Office: SN349 Office hours: MW 1:00 2:00

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

Shading Languages. Seminar Computer Graphics. Markus Kummerer

Shading Languages. Seminar Computer Graphics. Markus Kummerer Shading Languages Markus Kummerer ABSTRACT Shading Languages provide a highly flexible approach for creating visual structures in computer imagery. The RenderMan Interface provides an API for scene description,

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

CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE

CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE INTRODUCTION Texturing = process that takes a surface and modifies its appearance at each location using some image, function,

More information

CSE328 Fundamentals of Computer Graphics: Concepts, Theory, Algorithms, and Applications

CSE328 Fundamentals of Computer Graphics: Concepts, Theory, Algorithms, and Applications CSE328 Fundamentals of Computer Graphics: Concepts, Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400

More information

Overview: Ray Tracing & The Perspective Projection Pipeline

Overview: Ray Tracing & The Perspective Projection Pipeline Overview: Ray Tracing & The Perspective Projection Pipeline Lecture #2 Thursday, August 28 2014 About this Lecture! This is an overview.! Think of it as a quick tour moving fast.! Some parts, e.g. math,

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

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

More information

Illumination and Shading

Illumination and Shading Illumination and Shading Illumination (Lighting)! Model the interaction of light with surface points to determine their final color and brightness! The illumination can be computed either at vertices or

More information

Textures. Texture coordinates. Introduce one more component to geometry

Textures. Texture coordinates. Introduce one more component to geometry Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles

More information

03 RENDERING PART TWO

03 RENDERING PART TWO 03 RENDERING PART TWO WHAT WE HAVE SO FAR: GEOMETRY AFTER TRANSFORMATION AND SOME BASIC CLIPPING / CULLING TEXTURES AND MAPPING MATERIAL VISUALLY DISTINGUISHES 2 OBJECTS WITH IDENTICAL GEOMETRY FOR NOW,

More information

Computer Science 175. Introduction to Computer Graphics lib175 time: m/w 2:30-4:00 pm place:md g125 section times: tba

Computer Science 175. Introduction to Computer Graphics  lib175 time: m/w 2:30-4:00 pm place:md g125 section times: tba Computer Science 175 Introduction to Computer Graphics www.fas.harvard.edu/ lib175 time: m/w 2:30-4:00 pm place:md g125 section times: tba Instructor: Steven shlomo Gortler www.cs.harvard.edu/ sjg sjg@cs.harvard.edu

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Interpolation using scanline algorithm

Interpolation using scanline algorithm Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle top-down using scanline. Compute start and end color value of each pixel

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

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

Deus Ex is in the Details

Deus Ex is in the Details Deus Ex is in the Details Augmenting the PC graphics of Deus Ex: Human Revolution using DirectX 11 technology Matthijs De Smedt Graphics Programmer, Nixxes Software Overview Introduction DirectX 11 implementation

More information

I expect to interact in class with the students, so I expect students to be engaged. (no laptops, smartphones,...) (fig)

I expect to interact in class with the students, so I expect students to be engaged. (no laptops, smartphones,...) (fig) Computer Science 175 Introduction to Computer Graphics www.fas.harvard.edu/ lib175 time: m/w 2:30-4:00 pm place:md g125 section times: tba Instructor: Steven shlomo Gortler www.cs.harvard.edu/ sjg sjg@cs.harvard.edu

More information

Curves & Surfaces. MIT EECS 6.837, Durand and Cutler

Curves & Surfaces. MIT EECS 6.837, Durand and Cutler Curves & Surfaces Schedule Sunday October 5 th, * 3-5 PM * Review Session for Quiz 1 Extra Office Hours on Monday Tuesday October 7 th : Quiz 1: In class 1 hand-written 8.5x11 sheet of notes allowed Wednesday

More information

Graphics Performance Optimisation. John Spitzer Director of European Developer Technology

Graphics Performance Optimisation. John Spitzer Director of European Developer Technology Graphics Performance Optimisation John Spitzer Director of European Developer Technology Overview Understand the stages of the graphics pipeline Cherchez la bottleneck Once found, either eliminate or balance

More information

COURSE DELIVERY PLAN - THEORY Page 1 of 6

COURSE DELIVERY PLAN - THEORY Page 1 of 6 COURSE DELIVERY PLAN - THEORY Page 1 of 6 Department of Department of Computer Science and Engineering B.E/B.Tech/M.E/M.Tech : Department of Computer Science and Engineering Regulation : 2013 Sub. Code

More information

Shaders. Slide credit to Prof. Zwicker

Shaders. Slide credit to Prof. Zwicker Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?

More information

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image

More information

Curves & Surfaces. Last Time? Progressive Meshes. Selective Refinement. Adjacency Data Structures. Mesh Simplification. Mesh Simplification

Curves & Surfaces. Last Time? Progressive Meshes. Selective Refinement. Adjacency Data Structures. Mesh Simplification. Mesh Simplification Last Time? Adjacency Data Structures Curves & Surfaces Geometric & topologic information Dynamic allocation Efficiency of access Mesh Simplification edge collapse/vertex split geomorphs progressive transmission

More information

Animation & Rendering

Animation & Rendering 7M836 Animation & Rendering Introduction, color, raster graphics, modeling, transformations Arjan Kok, Kees Huizing, Huub van de Wetering h.v.d.wetering@tue.nl 1 Purpose Understand 3D computer graphics

More information

Instructor. Goals. Image Synthesis Examples. Applications. Foundations of Computer Graphics. Why Study 3D Computer Graphics?

Instructor. Goals. Image Synthesis Examples. Applications. Foundations of Computer Graphics. Why Study 3D Computer Graphics? Foundations of Computer Graphics Motivation: Why do we study 3D Graphics? http://www.cs.berkeley.edu/~ravir Instructor http://www.cs.berkeley.edu/~ravir PhD Stanford, 2002. PhD thesis developed Spherical

More information

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics?

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics? EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L0101, W 12-2pm

More information

Graphics Processing Unit Architecture (GPU Arch)

Graphics Processing Unit Architecture (GPU Arch) Graphics Processing Unit Architecture (GPU Arch) With a focus on NVIDIA GeForce 6800 GPU 1 What is a GPU From Wikipedia : A specialized processor efficient at manipulating and displaying computer graphics

More information

Soft Particles. Tristan Lorach

Soft Particles. Tristan Lorach Soft Particles Tristan Lorach tlorach@nvidia.com January 2007 Document Change History Version Date Responsible Reason for Change 1 01/17/07 Tristan Lorach Initial release January 2007 ii Abstract Before:

More information

Image Morphing. The user is responsible for defining correspondences between features Very popular technique. since Michael Jackson s clips

Image Morphing. The user is responsible for defining correspondences between features Very popular technique. since Michael Jackson s clips Image Morphing Image Morphing Image Morphing Image Morphing The user is responsible for defining correspondences between features Very popular technique since Michael Jackson s clips Morphing Coordinate

More information

9. Illumination and Shading

9. Illumination and Shading 9. Illumination and Shading Approaches for visual realism: - Remove hidden surfaces - Shade visible surfaces and reproduce shadows - Reproduce surface properties Texture Degree of transparency Roughness,

More information

How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: How To Work with Textures

How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: How To Work with Textures How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: 1.0-2014-07-04 Document History Document Version Description 1.0 First version Document History 2014 SAP AG or an SAP affiliate company.

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

Recall: Indexing into Cube Map

Recall: Indexing into Cube Map Recall: Indexing into Cube Map Compute R = 2(N V)N-V Object at origin Use largest magnitude component of R to determine face of cube Other 2 components give texture coordinates V R Cube Map Layout Example

More information

surface: reflectance transparency, opacity, translucency orientation illumination: location intensity wavelength point-source, diffuse source

surface: reflectance transparency, opacity, translucency orientation illumination: location intensity wavelength point-source, diffuse source walters@buffalo.edu CSE 480/580 Lecture 18 Slide 1 Illumination and Shading Light reflected from nonluminous objects depends on: surface: reflectance transparency, opacity, translucency orientation illumination:

More information

Photorealism: Ray Tracing

Photorealism: Ray Tracing Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any

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

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:

More information

Volume Shadows Tutorial Nuclear / the Lab

Volume Shadows Tutorial Nuclear / the Lab Volume Shadows Tutorial Nuclear / the Lab Introduction As you probably know the most popular rendering technique, when speed is more important than quality (i.e. realtime rendering), is polygon rasterization.

More information

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics 2 Lecture Outline Introduction to DirectX & Direct3D Lab 2a: Direct3D Basics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre

More information

Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow. Takahiro Harada, AMD 2017/3

Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow. Takahiro Harada, AMD 2017/3 Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow Takahiro Harada, AMD 2017/3 Agenda Introduction Radeon ProRender & Radeon Rays Radeon Rays Unity + Radeon Rays Integration to real time applications

More information

John Hsu Nate Koenig ROSCon 2012

John Hsu Nate Koenig ROSCon 2012 John Hsu Nate Koenig ROSCon 2012 Outline What is Gazebo, and why should you use it Overview and architecture Environment modeling Robot modeling Interfaces Getting Help Simulation for Robots Towards accurate

More information

Computer Graphics Lecture 11

Computer Graphics Lecture 11 1 / 14 Computer Graphics Lecture 11 Dr. Marc Eduard Frîncu West University of Timisoara May 15th 2012 2 / 14 Outline 1 Introduction 2 Transparency 3 Reflection 4 Recap 3 / 14 Introduction light = local

More information

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

CS130 : Computer Graphics Lecture 2: Graphics Pipeline. Tamar Shinar Computer Science & Engineering UC Riverside

CS130 : Computer Graphics Lecture 2: Graphics Pipeline. Tamar Shinar Computer Science & Engineering UC Riverside CS130 : Computer Graphics Lecture 2: Graphics Pipeline Tamar Shinar Computer Science & Engineering UC Riverside Raster Devices and Images Raster Devices - raster displays show images as a rectangular array

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

Texture mapping. Computer Graphics CSE 167 Lecture 9

Texture mapping. Computer Graphics CSE 167 Lecture 9 Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping

More information

Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms. CSE 781 Winter Han-Wei Shen Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

More information

Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science. State University of New York. EngiNet WARNING CS 560

Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science. State University of New York. EngiNet WARNING CS 560 Binghamton University EngiNet State University of New York EngiNet Thomas J. Watson School of Engineering and Applied Science WARNING All rights reserved. No Part of this video lecture series may be reproduced

More information

COM337 COMPUTER GRAPHICS Other Topics

COM337 COMPUTER GRAPHICS Other Topics COM337 COMPUTER GRAPHICS Other Topics Animation, Surface Details, Global Illumination Kurtuluş Küllü based on the book by Hearn, Baker, and Carithers There are some other important issues and topics that

More information

Chapter 17: The Truth about Normals

Chapter 17: The Truth about Normals Chapter 17: The Truth about Normals What are Normals? When I first started with Blender I read about normals everywhere, but all I knew about them was: If there are weird black spots on your object, go

More information

Review for Ray-tracing Algorithm and Hardware

Review for Ray-tracing Algorithm and Hardware Review for Ray-tracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 Lan-Da Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Taiwan, R.O.C. Summer, 2017 1 2017/7/26 Outline

More information

Points and lines, Line drawing algorithms. Circle generating algorithms, Midpoint circle Parallel version of these algorithms

Points and lines, Line drawing algorithms. Circle generating algorithms, Midpoint circle Parallel version of these algorithms Jahangirabad Institute Of Technology Assistant Prof. Ankur Srivastava COMPUTER GRAPHICS Semester IV, 2016 MASTER SCHEDULE Unit-I Unit-II Class 1,2,3,4 Mon, Jan19,Tue20,Sat23,Mon 25 Class 5 Wed, Jan 27

More information

Self-shadowing Bumpmap using 3D Texture Hardware

Self-shadowing Bumpmap using 3D Texture Hardware Self-shadowing Bumpmap using 3D Texture Hardware Tom Forsyth, Mucky Foot Productions Ltd. TomF@muckyfoot.com Abstract Self-shadowing bumpmaps add realism and depth to scenes and provide important visual

More information

By: Tyler Spears Mentor: Dr. Bijaya Karki. Visualizing Time- Dependent Atomic Data in OpenGL

By: Tyler Spears Mentor: Dr. Bijaya Karki. Visualizing Time- Dependent Atomic Data in OpenGL By: Tyler Spears Mentor: Dr. Bijaya Karki Visualizing Time- Dependent Atomic Data in OpenGL Computer Visualization and OpenGL 1 Scientific Visualization Scientific visualization is the field of representing

More information

Werner Purgathofer

Werner Purgathofer Einführung in Visual Computing 186.822 Visible Surface Detection Werner Purgathofer Visibility in the Rendering Pipeline scene objects in object space object capture/creation ti modeling viewing projection

More information

Lecture 1. Computer Graphics and Systems. Tuesday, January 15, 13

Lecture 1. Computer Graphics and Systems. Tuesday, January 15, 13 Lecture 1 Computer Graphics and Systems What is Computer Graphics? Image Formation Sun Object Figure from Ed Angel,D.Shreiner: Interactive Computer Graphics, 6 th Ed., 2012 Addison Wesley Computer Graphics

More information

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

Cornell CS4620 Fall 2011!Lecture Kavita Bala (with previous instructors James/Marschner) Cornell CS4620 Fall 2011!Lecture 1.

Cornell CS4620 Fall 2011!Lecture Kavita Bala (with previous instructors James/Marschner) Cornell CS4620 Fall 2011!Lecture 1. Computer graphics: The study of creating, manipulating, and using visual images in the computer. CS4620/5620: Introduction to Computer Graphics Professor: Kavita Bala 1 2 4 6 Or, to paraphrase Ken Perlin...

More information

PowerVR Series5. Architecture Guide for Developers

PowerVR Series5. Architecture Guide for Developers Public Imagination Technologies PowerVR Series5 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

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

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider

More information

- Rasterization. Geometry. Scan Conversion. Rasterization

- Rasterization. Geometry. Scan Conversion. Rasterization Computer Graphics - The graphics pipeline - Geometry Modelview Geometry Processing Lighting Perspective Clipping Scan Conversion Texturing Fragment Tests Blending Framebuffer Fragment Processing - So far,

More information

Photorealistic 3D Rendering for VW in Mobile Devices

Photorealistic 3D Rendering for VW in Mobile Devices Abstract University of Arkansas CSCE Department Advanced Virtual Worlds Spring 2013 Photorealistic 3D Rendering for VW in Mobile Devices Rafael Aroxa In the past few years, the demand for high performance

More information

Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches:

Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches: Surface Graphics Objects are explicitely defined by a surface or boundary representation (explicit inside vs outside) This boundary representation can be given by: - a mesh of polygons: 200 polys 1,000

More information

Animation Tools THETOPPERSWAY.COM

Animation Tools THETOPPERSWAY.COM Animation Tools 1.) 3D Max: It includes 3D modeling and rendering software. A new Graphite modeling and texturing system(the Graphite Modeling Tools set, also called the modeling ribbon, gives you everything

More information

CS 431/636 Advanced Rendering Techniques

CS 431/636 Advanced Rendering Techniques CS 431/636 Advanced Rendering Techniques Dr. David Breen Matheson 308 Thursday 6PM 8:50PM Presentation 7 5/23/06 Questions from Last Time? Hall Shading Model Shadows Reflections Refractions Slide Credits

More information

Comp 410/510 Computer Graphics. Spring Shading

Comp 410/510 Computer Graphics. Spring Shading Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather

More information

Accelerating Realism with the (NVIDIA Scene Graph)

Accelerating Realism with the (NVIDIA Scene Graph) Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Manager, Workstation Middleware Development Phillip Miller Director, Workstation Middleware Product Management NVIDIA application acceleration

More information

Computer Graphics. CS52 Winter computer graphics introduction 2008 fabio pellacini 1. introduction

Computer Graphics. CS52 Winter computer graphics introduction 2008 fabio pellacini 1. introduction Computer Graphics CS52 Winter 2008 computer graphics introduction 2008 fabio pellacini 1 introduction computer graphics introduction 2008 fabio pellacini 2 Computer Graphics: the study of creating images

More information

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due this Friday Midterm next Tuesday

More information

Graphics Hardware, Graphics APIs, and Computation on GPUs. Mark Segal

Graphics Hardware, Graphics APIs, and Computation on GPUs. Mark Segal Graphics Hardware, Graphics APIs, and Computation on GPUs Mark Segal Overview Graphics Pipeline Graphics Hardware Graphics APIs ATI s low-level interface for computation on GPUs 2 Graphics Hardware High

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

Mali Demos: Behind the Pixels. Stacy Smith

Mali Demos: Behind the Pixels. Stacy Smith Mali Demos: Behind the Pixels Stacy Smith Mali Graphics: Behind the demos Mali Demo Team: Doug Day Stacy Smith (Me) Sylwester Bala Roberto Lopez Mendez PHOTOGRAPH UNAVAILABLE These days I spend more time

More information