Benchmark 1.a Investigate and Understand Designated Lab Techniques The student will investigate and understand designated lab techniques.
|
|
- Emil Bryant
- 6 years ago
- Views:
Transcription
1 I. Course Title Parallel Computing 2 II. Course Description Students study parallel programming and visualization in a variety of contexts with an emphasis on underlying and experimental technologies. Topics include orbital mechanics and the N-Body problem, graphics rendering via ray tracing and relaxation methods toward a steady-state. The programming language is C using both MPI and 3- D OpenGL. Additional tools and environments include OpenMP, pthreads, sockets, and Nvidia's CUDA for GPGPU. III. Performance Indicators TJ Specific Performance Indicators Standard 1 The student will investigate and understand that parallelism must scale properly (and efficiently) in the case of large 3-D rendering problems, for example using recursive ray tracing to map a defined geometry onto an output bitmap. Ray tracing models a 3-D geometry involving an eye, a screen, and a set of objects. Vector calculations determine which object is visible and also whether it is in shadow. Recursive calculations determine reflections for those object with that material property. Benchmark 1.a Investigate and Understand Designated Lab Techniques The student will investigate and understand designated lab techniques. Indicator 1.a.1 Demonstrate basic lab techniques Demonstrate the following basic lab techniques: output a 2-D bitmap image file, solve a quadratic equation in the rendering code to determine sphere-line intersection, calculate a dot product to determine a gradient color value from a single point-light source. Benchmark 1.b Investigate and Understand Graphics Rendering Techniques The student will investigate and understand graphics rendering techniques. Indicator 1.b.1 Graphics Rendering Demonstrate the following technique: construct a scene containing spheres and infinite planes (axis aligned, but also with a checkerboard pattern), include shadow calculations and reflection, as well as recursive rendering therein. Indicator 1.b.2
2 Triangulated Geometry Demonstrate the following technique: determine the point-ofintersection for a line and a triangle, such that any geometry whose surface has been triangulated can then be rendered (e.g., teapot, rabbit, pyramid, elephant). Indicator 1.b.3 Animated Output Movie Demonstrate the following technique: loop the rendering function where at least one parameter of the scene is changing, outputting for each particular value of that parameter a single frame of a movie. After the run, as a post-processing step, combine those frames into an animated movie file. Benchmark 1.c Investigate and Understand Texture Mapping The student will investigate and understand texture mapping. Indicator 1.c.1 Texture Mapping Rather than define a solid color for a particular geometric object (e.g., the floor, or a sphere) the student will map the calculated point-ofintersection on that object to an image file and from that image file determine a color for that point. This technique may be used to map geographic data onto a sphere to produce a globe, or photographic data to show a person s face or the image of an animal, separate from changing the actual geometry of the object. Standard 2 The student will investigate and understand that fine-grain parallelism (i.e., not the decomposition of a coarse space, grid or otherwise) may be used for classic algorithms to improve runtime. A summation algorithm may be coded either in a loop or in a parallel tree. More sophisticated parallel tree code involves both up-and-down passes. The merge sort algorithm may then be coded to run in sub-linear time. Benchmark 2.a Investigate and Understand Designated Lab Techniques The student will investigate and understand designated lab techniques. Indicator 2.a.1 Demonstrate basic lab techniques Demonstrate the following basic lab techniques: launch the XMT simulator either directly or by first converting the source code to an OpenMP version, analyze the performance of an XMT-C code in terms of both work and time.
3 Benchmark 2.b Investigate and Understand the Use of Fine-Grain Parallel Code to Calculate a Summation The student will investigate and understand the use of fine-grain parallel code to calculate a summation, by using a binary tree structure rather than a simple 1-D list of values, and a loop over parallel-spawns rather than a serial loop. Indicator 2.b.1 Investigate and Understand the Use of a Parallel-Spawn for Simultaneous Execution The student will investigate and understand the use of a parallelspawn, a feature of the XMT-C language, which acts essentially like a massively multi-threaded code only with highly efficient hardware and a much simpler coding interface. This spawn command can be used to execute a series of pair-wise sums on a list of data. This process happens simultaneously in O(1) time and O(N) work, reducing the number of values still needed to be summed in half at each step. After O(log_2 N) levels of such spawns, done in a loop, we arrive at the overall sum. Total time is O(log_2 N) and total work is, still, O(N) operations. Work cannot be reduced in theory, all O(N) values must be seen. Indicator 2.b.2 Investigate and Understand the Use of Up-and-Down Passes in a Parallel Binary Tree The student will investigate and understand the use of up-and-down passes in a parallel binary tree in order to code more sophisticated algorithms such as prefix-sum (widely used in general) and prefix-min. In these cases the result of our parallel process is not a single value (i.e., the sum) but rather a list of values (i.e., all of the prefix-sums). Indicator 2.b.3 Investigate and Understand the Parallel Rank Operation on Two Sorted Sub-Lists The student will investigate and understand the parallel rank operation on two sorted sub-lists. The ultimate end goal is a parallel merge sort. A first step toward that goal is the determination of which slot a given value would occupy if it were actually in the other sorted list instead. Its rank in its own list is obviously known (it's the index) and since the second list is sorted the rank in that list can be determined with a binary search in O(log_2 N) time and work. Since all binary searches for all values in both lists can be performed in parallel the total time is also O(log_2 N) but the total work is O(N log_2 N), worse than a serial zipper-merge which requires only O(N) work (i.e., total operations).
4 Indicator 2.b.4 Implement a Parallel Merge Sort that Runs in Sub-Linear Time Implement a parallel merge sort using the parallel rank operation described above. As described the amount of work on each level of the recursive sort would be O(N log_2 N) rather than O(N), so the total work is O(N (log_2 N)^2) instead of O(N log_2 N). There are O(log_2 N) levels in total. Total time is O((log_2 N)^2) instead of O(N log_2 N). One goal is to maintain the significant time improvement while reducing total work back down to the serial level. Standard 3 The student will investigate and understand that all-pairs communication may be required in a parallel code for problems involving a highly-coupled calculation, such as when physical forces act at any distance. Applications such as gravity simulations use highly-coupled calculations. The simulation progresses by calculating forces and then updating positions. Theoretical scaling of such codes is realized in practice on computing clusters. Benchmark 3.a The student will investigate and understand the construction and analysis of an all-pairs simulation, assuming parallel code with a standard communication protocol on a modern parallel system. Indicator 3.a.1 Investigate and Understand the Construction of an All-Pairs Simulation The student will investigate and understand the construction of an allpairs simulation. Students should write code to build a working version of such a simulation. For instance, if celestial bodies are modeled where the interactions are based solely on gravity (i.e., no charged particles, no collisions) then each body will influence every other body, but perhaps by only a very small amount. Two loops are required, one over all the bodies and then an inner-loop over all the other bodies. Forces are accumulated for each body in the loops, after which a single loop updates all positions. Indicator 3.a.2 Investigate and Understand the Scaling of an All-Pairs Simulation The student will investigate and understand the scaling of an all-pair simulation. On the one hand, theoretical results using Amdhal's Law may determine a bound on the expected speed-up of a parallel code, based on the fraction of the overall code that remains serial. On the other hand, an actual implementation of running code in MPI or OpenMP or pthreads or any other system will show measurable improvement when deployed on an actual parallel system, a dedicated
5 cluster or otherwise. The observed results can then be compared to theory for a variety of cases. Indicator 3.a.3 Orally present the results of an investigation Orally present the results. Standard 4 The student will investigate and understand the use of massively parallel multithreaded systems such as many core chips, large supercomputers, and general purpose computing on commodity graphics cards. Rather than decompose a problem across nodes one can use threads instead. Threads have access to a shared memory space that sub-processes do not. The potential of appliance-like parallelism involves careful planning for the future. Benchmark 4.a The student will investigate and understand the use of threads, rather than processes, for parallel codes, where typically all sub-tasks are processed within a single machine or even within a single graphics card. Indicator 4.a.1 Investigate and Understand the Use of a Multi-Threaded Code The student will investigate and understand the use of a multi-threaded code. Options include the standard pthread library, scaled XMT-C spawn blocks, and graphics card programming such as for Nvidia's CUDA system. Typically a list of data is decomposed in an embarrassingly parallel way so that individual threads can then compute on a sub-portion of that list, using their thread ID numbers as a convenient instrument for mapping onto a non-overlapping region of the shared list. Indicator 4.a.2 Investigate and Understand the Various Applications of a Multi- Threaded Code The student will investigate and understand various applications of a multi-threaded code. For instance, the discrete cosine transform used in signals processing can be applied to form a JPEG image where a large matrix of pixel color values is decomposed into smaller 8-by-8 pixel blocks. These smaller blocks are then handled by separate threads in order to calculate the DCT and perform other operations required by this particular compression scheme. Other examples of similar calculations include matrix operations to solve linear systems and also recursive ray tracing. Indicator 4.a.3
6 Investigate and Understand the Potential for Wide-Scale Use of Thread-Based Parallelism The student will investigate and understand the potential for the widescale use of thread-based parallelism, most obviously as a result of the deployment, through current and next generation commodity graphics cards, of massively parallel multi-threaded systems to personal computers, in particular for gaming and entertainment purposes. This mass market effect is driving the rapid deployment of high-end parallel systems and that in turn opens the door for large-scale scientific and other technical applications, because powerful systems are now so widely accessible.
Computer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017
Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/22/2017 Last time o Splines 2 Today o Raytracing o Final Exam: 14:00-15:30, Novermber 29, 2017
More informationMotivation. Culling Don t draw what you can t see! What can t we see? Low-level Culling
Motivation Culling Don t draw what you can t see! Thomas Larsson Mälardalen University April 7, 2016 Image correctness Rendering speed One day we will have enough processing power!? Goals of real-time
More informationSpecialized Acceleration Structures for Ray-Tracing. Warren Hunt
Specialized Acceleration Structures for Ray-Tracing Warren Hunt Bill Mark Forward: Flavor of Research Build is cheap (especially with scan, lazy and build from hierarchy) Grid build and BVH refit are really
More informationTDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)
TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except
More informationScene 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 informationComputer Graphics Ray Casting. Matthias Teschner
Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg
More informationSpeeding up your game
Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers (adapted by Marc Levoy from a lecture by Tomas Möller, using material
More informationFast BVH Construction on GPUs
Fast BVH Construction on GPUs Published in EUROGRAGHICS, (2009) C. Lauterbach, M. Garland, S. Sengupta, D. Luebke, D. Manocha University of North Carolina at Chapel Hill NVIDIA University of California
More informationREYES REYES REYES. Goals of REYES. REYES Design Principles
You might be surprised to know that most frames of all Pixar s films and shorts do not use a global illumination model for rendering! Instead, they use Renders Everything You Ever Saw Developed by Pixar
More informationComputer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates
More informationSimulation in Computer Graphics. Introduction. Matthias Teschner. Computer Science Department University of Freiburg
Simulation in Computer Graphics Introduction Matthias Teschner Computer Science Department University of Freiburg Contact Matthias Teschner Computer Graphics University of Freiburg Georges-Koehler-Allee
More informationLecture 11: Ray tracing (cont.)
Interactive Computer Graphics Ray tracing - Summary Lecture 11: Ray tracing (cont.) Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Ray tracing -
More informationCS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017
CS354 Computer Graphics Ray Tracing Qixing Huang Januray 24th 2017 Graphics Pipeline Elements of rendering Object Light Material Camera Geometric optics Modern theories of light treat it as both a wave
More informationCS 488. More Shading and Illumination. Luc RENAMBOT
CS 488 More Shading and Illumination Luc RENAMBOT 1 Illumination No Lighting Ambient model Light sources Diffuse reflection Specular reflection Model: ambient + specular + diffuse Shading: flat, gouraud,
More informationIntersection Acceleration
Advanced Computer Graphics Intersection Acceleration Matthias Teschner Computer Science Department University of Freiburg Outline introduction bounding volume hierarchies uniform grids kd-trees octrees
More informationIntro to Ray-Tracing & Ray-Surface Acceleration
Lecture 12 & 13: Intro to Ray-Tracing & Ray-Surface Acceleration Computer Graphics and Imaging UC Berkeley Course Roadmap Rasterization Pipeline Core Concepts Sampling Antialiasing Transforms Geometric
More informationParticle systems, collision detection, and ray tracing. Computer Graphics CSE 167 Lecture 17
Particle systems, collision detection, and ray tracing Computer Graphics CSE 167 Lecture 17 CSE 167: Computer graphics Particle systems Collision detection Ray tracing CSE 167, Winter 2018 2 Particle systems
More informationHomework #2. Shading, Projections, Texture Mapping, Ray Tracing, and Bezier Curves
Computer Graphics Instructor: Brian Curless CSEP 557 Autumn 2016 Homework #2 Shading, Projections, Texture Mapping, Ray Tracing, and Bezier Curves Assigned: Wednesday, Nov 16 th Due: Wednesday, Nov 30
More informationComputer 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 informationRay Tracing. Kjetil Babington
Ray Tracing Kjetil Babington 21.10.2011 1 Introduction What is Ray Tracing? Act of tracing a ray through some scene Not necessarily for rendering Rendering with Ray Tracing Ray Tracing is a global illumination
More informationRay Tracing Basics I. Computer Graphics as Virtual Photography. camera (captures light) real scene. photo. Photographic print. Photography: processing
Ray Tracing Basics I Computer Graphics as Virtual Photography Photography: real scene camera (captures light) photo processing Photographic print processing Computer Graphics: 3D models camera model (focuses
More information9. Three Dimensional Object Representations
9. Three Dimensional Object Representations Methods: Polygon and Quadric surfaces: For simple Euclidean objects Spline surfaces and construction: For curved surfaces Procedural methods: Eg. Fractals, Particle
More informationShadows for Many Lights sounds like it might mean something, but In fact it can mean very different things, that require very different solutions.
1 2 Shadows for Many Lights sounds like it might mean something, but In fact it can mean very different things, that require very different solutions. 3 We aim for something like the numbers of lights
More informationCS Simple Raytracer for students new to Rendering
CS 294-13 Simple Raytracer for students new to Rendering Ravi Ramamoorthi This assignment should be done only by those small number of students who have not yet written a raytracer. For those students
More informationPhotorealism: 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 informationIntroduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing
Lecture 11 Ray tracing Introduction Projection vs. ray tracing Projection Ray tracing Rendering Projection vs. ray tracing Projection Ray tracing Basic methods for image generation Major areas of computer
More informationProgramming projects. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer
Programming projects Rendering Algorithms Spring 2010 Matthias Zwicker Universität Bern Description of assignments on class webpage Use programming language and environment of your choice We recommend
More informationPhotorealistic 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 informationRasterization 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 informationINFOGR Computer Graphics
INFOGR Computer Graphics Jacco Bikker & Debabrata Panja - April-July 2018 Lecture 4: Graphics Fundamentals Welcome! Today s Agenda: Rasters Colors Ray Tracing Assignment P2 INFOGR Lecture 4 Graphics Fundamentals
More informationCPSC GLOBAL ILLUMINATION
CPSC 314 21 GLOBAL ILLUMINATION Textbook: 20 UGRAD.CS.UBC.CA/~CS314 Mikhail Bessmeltsev ILLUMINATION MODELS/ALGORITHMS Local illumination - Fast Ignore real physics, approximate the look Interaction of
More informationHomework #2. Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves
Computer Graphics Instructor: Brian Curless CSE 457 Spring 2013 Homework #2 Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves Assigned: Sunday, May 12 th Due: Thursday,
More informationTopic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping
Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationSpatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
Spatial Data Structures and Speed-Up Techniques Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial data structures What is it? Data structure that organizes
More informationCS451Real-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 informationReal-Time Voxelization for Global Illumination
Lecture 26: Real-Time Voxelization for Global Illumination Visual Computing Systems Voxelization to regular grid Input: scene triangles Output: surface information at each voxel in 3D grid - Simple case:
More information2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into
2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel
More informationComputer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15
Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local
More informationRendering: Reality. Eye acts as pinhole camera. Photons from light hit objects
Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as
More informationTopics and things to know about them:
Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will
More informationTopic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationAccelerating Molecular Modeling Applications with Graphics Processors
Accelerating Molecular Modeling Applications with Graphics Processors John Stone Theoretical and Computational Biophysics Group University of Illinois at Urbana-Champaign Research/gpu/ SIAM Conference
More informationAdministrivia. Administrivia. Administrivia. CIS 565: GPU Programming and Architecture. Meeting
CIS 565: GPU Programming and Architecture Original Slides by: Suresh Venkatasubramanian Updates by Joseph Kider and Patrick Cozzi Meeting Monday and Wednesday 6:00 7:30pm Moore 212 Recorded lectures upon
More informationChapter 4. Chapter 4. Computer Graphics 2006/2007 Chapter 4. Introduction to 3D 1
Chapter 4 Chapter 4 Chapter 4. Introduction to 3D graphics 4.1 Scene traversal 4.2 Modeling transformation 4.3 Viewing transformation 4.4 Clipping 4.5 Hidden faces removal 4.6 Projection 4.7 Lighting 4.8
More informationCHAPTER 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 informationL1 - Introduction. Contents. Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming
L1 - Introduction Contents Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming 1 Definitions Computer-Aided Design (CAD) The technology concerned with the
More informationSpatial Data Structures
Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster
More informationTopic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates
More informationRendering. 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 informationAssignment 6: Ray Tracing
Assignment 6: Ray Tracing Programming Lab Due: Monday, April 20 (midnight) 1 Introduction Throughout this semester you have written code that manipulated shapes and cameras to prepare a scene for rendering.
More informationRendering 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 informationRay Tracing: Whence and Whither?
Ray Tracing: Whence and Whither? Dave Edwards April 24, 2008 Introduction Rendering Input: description of a scene (geometry, materials) Ouput: image or images (i.e., movie) Two main components Computing
More informationEvaluation and Improvement of GPU Ray Tracing with a Thread Migration Technique
Evaluation and Improvement of GPU Ray Tracing with a Thread Migration Technique Xingxing Zhu and Yangdong Deng Institute of Microelectronics, Tsinghua University, Beijing, China Email: zhuxingxing0107@163.com,
More informationPractical Shadow Mapping
Practical Shadow Mapping Stefan Brabec Thomas Annen Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken, Germany Abstract In this paper we propose several methods that can greatly improve
More informationReal-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010
1 Real-Time Ray Tracing Using Nvidia Optix Holger Ludvigsen & Anne C. Elster 2010 Presentation by Henrik H. Knutsen for TDT24, fall 2012 Om du ønsker, kan du sette inn navn, tittel på foredraget, o.l.
More information6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, :40-4pm One hand-written sheet of notes allowed
6.837 Introduction to Computer Graphics Quiz 2 Thursday November 20, 2003 2:40-4pm One hand-written sheet of notes allowed Name: 1 2 3 4 5 6 7 / 4 / 15 / 5 / 5 / 12 / 2 / 7 Total / 50 1 Animation [ /4]
More informationAbstract. Introduction. Kevin Todisco
- Kevin Todisco Figure 1: A large scale example of the simulation. The leftmost image shows the beginning of the test case, and shows how the fluid refracts the environment around it. The middle image
More informationHomework #2. Shading, Ray Tracing, and Texture Mapping
Computer Graphics Prof. Brian Curless CSE 457 Spring 2000 Homework #2 Shading, Ray Tracing, and Texture Mapping Prepared by: Doug Johnson, Maya Widyasari, and Brian Curless Assigned: Monday, May 8, 2000
More informationIntroduction to Parallel and Distributed Computing. Linh B. Ngo CPSC 3620
Introduction to Parallel and Distributed Computing Linh B. Ngo CPSC 3620 Overview: What is Parallel Computing To be run using multiple processors A problem is broken into discrete parts that can be solved
More informationCS8803SC Software and Hardware Cooperative Computing GPGPU. Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology
CS8803SC Software and Hardware Cooperative Computing GPGPU Prof. Hyesoon Kim School of Computer Science Georgia Institute of Technology Why GPU? A quiet revolution and potential build-up Calculation: 367
More informationSpatial Data Structures. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017
Spatial Data Structures Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Ray Intersections We can roughly estimate the time to render an image as being proportional to the number of ray-triangle
More informationLecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19
Lecture 17: Recursive Ray Tracing Where is the way where light dwelleth? Job 38:19 1. Raster Graphics Typical graphics terminals today are raster displays. A raster display renders a picture scan line
More informationCOMP 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 informationS U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T
S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render
More informationRay Tracing. Foley & Van Dam, Chapters 15 and 16
Ray Tracing Foley & Van Dam, Chapters 15 and 16 Ray Tracing Visible Surface Ray Tracing (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Ray Tracing Determine visibility
More informationAnnouncements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday
Announcements Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday 1 Spatial Data Structures Hierarchical Bounding Volumes Grids Octrees BSP Trees 11/7/02 Speeding Up Computations
More informationChapter 7 - Light, Materials, Appearance
Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,
More informationReal Time Rendering of Complex Height Maps Walking an infinite realistic landscape By: Jeffrey Riaboy Written 9/7/03
1 Real Time Rendering of Complex Height Maps Walking an infinite realistic landscape By: Jeffrey Riaboy Written 9/7/03 Table of Contents 1 I. Overview 2 II. Creation of the landscape using fractals 3 A.
More informationT6: Position-Based Simulation Methods in Computer Graphics. Jan Bender Miles Macklin Matthias Müller
T6: Position-Based Simulation Methods in Computer Graphics Jan Bender Miles Macklin Matthias Müller Jan Bender Organizer Professor at the Visual Computing Institute at Aachen University Research topics
More informationRay Tracing Foley & Van Dam, Chapters 15 and 16
Foley & Van Dam, Chapters 15 and 16 (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Determine visibility of a surface by tracing rays of light from the viewer s eye
More informationCS 130 Exam I. Fall 2015
S 3 Exam I Fall 25 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying
More informationMotivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline
Sampling and Reconstruction of Visual Appearance CSE 274 [Fall 2018], Special Lecture Ray Tracing Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Ray Tracing is a core aspect of both offline
More informationRendering. Mike Bailey. Rendering.pptx. The Rendering Equation
1 Rendering This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu Rendering.pptx d i d 0 P P d i The Rendering
More informationRay Tracing. CS 4620 Lecture 5
Ray Tracing CS 4620 Lecture 5 2015 Kavita Bala 1 Announcements Hope you had a good break! A1 due Thursday Will post updated office hours in a calendar to make sure we are all synced up 2015 Kavita Bala
More informationLighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project
To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction
More informationViewing and Ray Tracing. CS 4620 Lecture 4
Viewing and Ray Tracing CS 4620 Lecture 4 2014 Steve Marschner 1 Projection To render an image of a 3D scene, we project it onto a plane Most common projection type is perspective projection 2014 Steve
More informationEnhancing 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 informationOverview: 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 informationCUDA PROGRAMMING MODEL Chaithanya Gadiyam Swapnil S Jadhav
CUDA PROGRAMMING MODEL Chaithanya Gadiyam Swapnil S Jadhav CMPE655 - Multiple Processor Systems Fall 2015 Rochester Institute of Technology Contents What is GPGPU? What s the need? CUDA-Capable GPU Architecture
More informationCurriculum Connections (Fractions): K-8 found at under Planning Supports
Curriculum Connections (Fractions): K-8 found at http://www.edugains.ca/newsite/digitalpapers/fractions/resources.html under Planning Supports Kindergarten Grade 1 Grade 2 Grade 3 Grade 4 Grade 5 Grade
More informationTDA361/DIT220 Computer Graphics, January 15 th 2016
TDA361/DIT220 Computer Graphics, January 15 th 2016 EXAM (Same exam for both CTH- and GU students) Friday January 15 th, 2016, 8.30 12.30 Examiner Ulf Assarsson, tel. 0701-738535 Permitted Technical Aids
More informationComputer Graphics Global Illumination
Computer Graphics 2016 14. Global Illumination Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2017-01-09 Course project - Tomorrow - 3 min presentation - 2 min demo Outline - Shadows - Radiosity
More informationGraphics (INFOGR ): Example Exam
Graphics (INFOGR 2015-2016): Example Exam StudentID / studentnummer Last name / achternaam First name / voornaam Do not open the exam until instructed to do so! Read the instructions on this page carefully!
More informationViewing and Ray Tracing
Viewing and Ray Tracing CS 4620 Lecture 4 2018 Steve Marschner 1 Projection To render an image of a 3D scene, we project it onto a plane Most common projection type is perspective projection 2018 Steve
More informationComputing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz
Computing Visibility BSP Trees Ray Casting Depth Buffering Quiz Power of Plane Equations We ve gotten a lot of mileage out of one simple equation. Basis for D outcode-clipping Basis for plane-at-a-time
More informationCloth Simulation on the GPU. Cyril Zeller NVIDIA Corporation
Cloth Simulation on the GPU Cyril Zeller NVIDIA Corporation Overview A method to simulate cloth on any GPU supporting Shader Model 3 (Quadro FX 4500, 4400, 3400, 1400, 540, GeForce 6 and above) Takes advantage
More informationand Parallel Algorithms Programming with CUDA, WS09 Waqar Saleem, Jens Müller
Programming with CUDA and Parallel Algorithms Waqar Saleem Jens Müller Organization People Waqar Saleem, waqar.saleem@uni-jena.de Jens Mueller, jkm@informatik.uni-jena.de Room 3335, Ernst-Abbe-Platz 2
More informationTopic 10: Scene Management, Particle Systems and Normal Mapping. CITS4242: Game Design and Multimedia
CITS4242: Game Design and Multimedia Topic 10: Scene Management, Particle Systems and Normal Mapping Scene Management Scene management means keeping track of all objects in a scene. - In particular, keeping
More informationProblem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007
Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without
More informationSingle Scattering in Refractive Media with Triangle Mesh Boundaries
Single Scattering in Refractive Media with Triangle Mesh Boundaries Bruce Walter Shuang Zhao Nicolas Holzschuch Kavita Bala Cornell Univ. Cornell Univ. Grenoble Univ. Cornell Univ. Presented at SIGGRAPH
More information3D Polygon Rendering. Many applications use rendering of 3D polygons with direct illumination
Rendering Pipeline 3D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination 3D Polygon Rendering What steps are necessary to utilize spatial coherence while drawing
More informationRay tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1
Ray tracing Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 3/19/07 1 From last time Hidden surface removal Painter s algorithm Clipping algorithms Area subdivision BSP trees Z-Buffer
More informationThe Animation Process. Lighting: Illusions of Illumination
The Animation Process Lighting: Illusions of Illumination Lighting = realism Although real people versus real clay/plastic is up to textures Realistic lighting = render time Some properties of lights Colour
More informationComputing on GPUs. Prof. Dr. Uli Göhner. DYNAmore GmbH. Stuttgart, Germany
Computing on GPUs Prof. Dr. Uli Göhner DYNAmore GmbH Stuttgart, Germany Summary: The increasing power of GPUs has led to the intent to transfer computing load from CPUs to GPUs. A first example has been
More informationI have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics
Announcements Assignment 4 will be out later today Problem Set 3 is due today or tomorrow by 9am in my mail box (4 th floor NSH) How are the machines working out? I have a meeting with Peter Lee and Bob
More informationTexture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7.
Texture Mapping II Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1 Light Maps Simulates the effect of a local light source + = Can be pre-computed
More informationDynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation
Dynamic Ambient Occlusion and Indirect Lighting Michael Bunnell NVIDIA Corporation Environment Lighting Environment Map + Ambient Occlusion + Indirect Lighting New Radiance Transfer Algorithm Useful for
More informationAlgorithms. Algorithms GEOMETRIC APPLICATIONS OF BSTS. 1d range search line segment intersection kd trees interval search trees rectangle intersection
Algorithms ROBERT SEDGEWICK KEVIN WAYNE GEOMETRIC APPLICATIONS OF BSTS Algorithms F O U R T H E D I T I O N ROBERT SEDGEWICK KEVIN WAYNE 1d range search line segment intersection kd trees interval search
More informationAlgorithms. Algorithms GEOMETRIC APPLICATIONS OF BSTS. 1d range search line segment intersection kd trees interval search trees rectangle intersection
Algorithms ROBERT SEDGEWICK KEVIN WAYNE GEOMETRIC APPLICATIONS OF BSTS Algorithms F O U R T H E D I T I O N ROBERT SEDGEWICK KEVIN WAYNE 1d range search line segment intersection kd trees interval search
More informationAlgorithms. Algorithms GEOMETRIC APPLICATIONS OF BSTS. 1d range search line segment intersection kd trees interval search trees rectangle intersection
Algorithms ROBERT SEDGEWICK KEVIN WAYNE GEOMETRIC APPLICATIONS OF BSTS Algorithms F O U R T H E D I T I O N ROBERT SEDGEWICK KEVIN WAYNE 1d range search line segment intersection kd trees interval search
More information