Post Mortem: GPU Accelerated Effects in Borderlands 2
|
|
- Sharlene Powers
- 6 years ago
- Views:
Transcription
1 Post Mortem: GPU Accelerated Effects in Borderlands 2
2 Introduction Speakers: Jim Sanders, FX Director, Gearbox Software Kevin Newkirk, Technical Artist, NVIDIA
3 Welcome to the Borderlands!
4 What is Borderlands2? Borderlands 2 Released: September 18, 2012 Developed by: Gearbox Software Published by: 2k Games Metacritic: 90/100 on PC Unreal Engine 3 (modified) Borderlands 2 is an action role-playing first person shooter. X-Play s Game of the Year Best shooter, Best multiplayer game (Spike TV VGA s)
5 GPU Accelerated Effects Using UE3 s NVIDIA PhysX SDK GPU EFFECTS Persistent mesh debris Force fields SPH Fluid Simulation Cloth simulation Most were stock UDK simulations! Minimal implementation
6 GPU Accelerated Effects
7 Overview What will you get from this presentation? A look at created GPU accelerated effects in Borderlands 2 Benefits of accelerating your effects Deep dive into methods of creation A look at effects available to UE3/UDK users today.
8 Contents Benefits of PhysX Particles Cloth Fluid QA
9 What were our benefits? Why did we do this? We have dynamic tearing of cloth, enough said! This added a new dimension to our game, a new character. Helped us reach a new level of immersion that is exciting but not overwhelming Opened us up to a new way of thinking, what else can we do with this tech!
10 Development How would we do this? A look at early discussions Memory and Performance What impact would this have on our development style Custom Engine Tech Can PhysX support dynamically generated content i.e. a bazillion guns?
11 DEEP DIVE
12 Persistent Debris
13 Persistent Debris Persistent Debris Advantages Persistence of debris Additional interaction with later game events Force fields! Added weight to visual impact on player What must a designer take into account?
14 Persistent Debris Persistent Debris Must be properly lit! Bad Particles Good Particles
15 Persistent Debris Persistent Debris Collisions must work all the time or breaks immersion Triangle collision is a must
16 Cloth!
17 Cloth! Simulated Cloth Initial Solution (Vertex Animation)
18 Cloth! Simulated Cloth Simulated Cost to simulate Have to be more aware as you decorate your level Interaction with game events Looked better! Tearing!
19 Cloth! Simulated Cloth Tearing!
20 Cloth! Authoring Increase resolution of existing assets
21 Cloth! Authoring Add bones Weight vertices
22 Fluid Goo Blood Ohhh MYYY!
23 Fluid Goo Blood Ohhh MYYY! What did we do? Simulation: Smooth Particle Hydrodynamics Rendering: Based on GDC2010 Simon Green Screen Space Fluid Simulation
24 Fluid Goo Blood Ohhh MYYY! What did the simulation give us? Collision with game environment Density value for rendering Pressure waves create realistic fluids Highly parallelized in CUDA ~25k particles simulated
25 Fluid Goo Blood Ohhh MYYY! Screen spaced fluid rendering Non-marching cube solution Entirely in screen space (no meshes) Only generates surface closest to camera Fast!
26 Fluid Goo Blood Ohhh MYYY! Last seen: Alice 2 What improvements have been made?
27 Fluid Goo Blood Ohhh MYYY! Multiple fluids per screen Early UE3 tests
28 Fluid Goo Blood Ohhh MYYY! Multiple fluids per screen Allowed us to do lots of different effects on screen! No appreciable cost per additional material Colors controllable by particle system Common simulation allowed for fluid iteraction This helped boundaries between the various liquids to maintain color Worked best with more opaque fluids Improvements still needed for mixing translucent materials
29 Fluid Goo Blood Ohhh MYYY! Downsampling Fluid was downsampled to improve overall performance
30 Fluid Goo Blood Ohhh MYYY! Downsampling Fluid is rendered at ½ resolution, caused edge artifacts Used FXAA to smooth edge aliasing, minimal cost Fast Approximate Anti-Aliasing (FXAA) algorithm created by Timothy NVIDIA Smooths pixels instead of geometry, perfect for our fluid technique!
31 Fluid Goo Blood Ohhh MYYY! FXAA to the rescue!
32 Fluid Goo Blood Ohhh MYYY! Production lessons Allow everything to be controlled in the effects package Color, Size, blur, edge quality all controlled per effect
33 Fluid Goo Blood Ohhh MYYY! Production lessons Density is key Modified color/sizing by fluid density
34 Fluid Goo Blood Ohhh MYYY! Production lessons Sorting can be hard, watch out for level designers!
35 Fluid Goo Blood Ohhh MYYY! Blood: to simulate or not to simulate (YES SIMULATE!) Allowed an interesting gameplay change Easier to determine hits, visible blood trails, fun? Pushes the boundaries of some ratings Next step: leaving decals
36 Questions?
37 Wrapping Up Resources (forums) Presentation References D_Effects.pdfGDC Exhibit Booth: #1602
Shape of Things to Come: Next-Gen Physics Deep Dive
Shape of Things to Come: Next-Gen Physics Deep Dive Jean Pierre Bordes NVIDIA Corporation Free PhysX on CUDA PhysX by NVIDIA since March 2008 PhysX on CUDA available: August 2008 GPU PhysX in Games Physical
More informationNVIDIA. Interacting with Particle Simulation in Maya using CUDA & Maximus. Wil Braithwaite NVIDIA Applied Engineering Digital Film
NVIDIA Interacting with Particle Simulation in Maya using CUDA & Maximus Wil Braithwaite NVIDIA Applied Engineering Digital Film Some particle milestones FX Rendering Physics 1982 - First CG particle FX
More informationTopics in Computer Animation
Topics in Computer Animation Animation Techniques Artist Driven animation The artist draws some frames (keyframing) Usually in 2D The computer generates intermediate frames using interpolation The old
More informationChapter 19- Object Physics
Chapter 19- Object Physics Flowing water, fabric, things falling, and even a bouncing ball can be difficult to animate realistically using techniques we have already discussed. This is where Blender's
More informationReal-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 informationGame Development for
Game Development for Who am I? Harry Krueger Senior Programmer at Housemarque Games Lead Programmer on Resogun Presentation Flow Intro to Housemarque and Resogun Housemarque Engine and Tools Platform-specific
More informationMAXIS-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 informationThe Vegetation of Horizon Zero Dawn. Gilbert Sanders Principal Artist, Guerrilla Games
The Vegetation of Horizon Zero Dawn Gilbert Sanders Principal Artist, Guerrilla Games Welcome Topics Simulation Shading Creation Shadow Casting Summary Introduction Our Renderer Artist Node-Based Shader
More informationFluids in Games. Jim Van Verth Insomniac Games
Fluids in Games Jim Van Verth Insomniac Games www.insomniacgames.com jim@essentialmath.com Introductory Bits General summary with some details Not a fluids expert Theory and examples What is a Fluid? Deformable
More informationVoxels. Tech Team - Johnny Mercado, Michael Matonis, Glen Giffey, John Jackson
Voxels Tech Team - Johnny Mercado, Michael Matonis, Glen Giffey, John Jackson Pixel -> Voxel Appearance in Games Comanche: Maximum Overkill - 1992 Minecraft - 2011 Guncraft - 2013 CodeSpell https://www.youtube.com/watch?v=nn5mqxxzd0
More informationRender-To-Texture Caching. D. Sim Dietrich Jr.
Render-To-Texture Caching D. Sim Dietrich Jr. What is Render-To-Texture Caching? Pixel shaders are becoming more complex and expensive Per-pixel shadows Dynamic Normal Maps Bullet holes Water simulation
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 informationWhat is a Rigid Body?
Physics on the GPU What is a Rigid Body? A rigid body is a non-deformable object that is a idealized solid Each rigid body is defined in space by its center of mass To make things simpler we assume the
More informationDominic 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 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 informationDeus 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 informationUnit 68: 3D Environments
Unit 68: 3D Environments 1. Various different industries make good use of 3D Environments to create quality and professional products. A prime example of this is the gaming industry, which has been impacted
More informationComputer Graphics Introduction. Taku Komura
Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering
More informationDynamical Simulation 1: Particle Systems and ODEs
CS-C3100 Computer Graphics Fall 2017 Jaakko Lehtinen Markus Kettunen Dynamical Simulation 1: Particle Systems and ODEs 1 Futuremark Corp., used with permission Types of Animation Keyframing Procedural
More informationRendering 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 informationGUERRILLA 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 informationGlass Gambit: Chess set and shader presets for DAZ Studio
Glass Gambit: Chess set and shader presets for DAZ Studio This product includes a beautiful glass chess set, 70 faceted glass shader presets and a 360 degree prop with 5 material files. Some people find
More informationApplications of Explicit Early-Z Culling
Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of
More informationTechnical Report. GLSL Pseudo-Instancing
Technical Report GLSL Pseudo-Instancing Abstract GLSL Pseudo-Instancing This whitepaper and corresponding SDK sample demonstrate a technique to speed up the rendering of instanced geometry with GLSL. The
More informationReal-Time Universal Capture Facial Animation with GPU Skin Rendering
Real-Time Universal Capture Facial Animation with GPU Skin Rendering Meng Yang mengyang@seas.upenn.edu PROJECT ABSTRACT The project implements the real-time skin rendering algorithm presented in [1], and
More informationGPU Particles. Jason Lubken
GPU Particles Jason Lubken 1 Particles Nvidia CUDA SDK 2 Particles Nvidia CUDA SDK 3 SPH Smoothed Particle Hydrodynamics Nvidia PhysX SDK 4 SPH Smoothed Particle Hydrodynamics Nvidia PhysX SDK 5 Advection,
More informationPHYSICALLY BASED ANIMATION
PHYSICALLY BASED ANIMATION CS148 Introduction to Computer Graphics and Imaging David Hyde August 2 nd, 2016 WHAT IS PHYSICS? the study of everything? WHAT IS COMPUTATION? the study of everything? OUTLINE
More informationDOOM 3 : The guts of a rendering engine
DOOM 3 : The guts of a rendering engine Introduction Background Game Design Techniques Tradeoffs Problems and Solutions Background Doom One of the most successful PC games of all time Kicked off First
More informationAutodesk Fusion 360: Render. Overview
Overview Rendering is the process of generating an image by combining geometry, camera, texture, lighting and shading (also called materials) information using a computer program. Before an image can be
More informationRealtime Water Simulation on GPU. Nuttapong Chentanez NVIDIA Research
1 Realtime Water Simulation on GPU Nuttapong Chentanez NVIDIA Research 2 3 Overview Approaches to realtime water simulation Hybrid shallow water solver + particles Hybrid 3D tall cell water solver + particles
More informationGraphics 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 informationThe 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 informationAfter the release of Maxwell in September last year, a number of press articles appeared that describe VXGI simply as a technology to improve
After the release of Maxwell in September last year, a number of press articles appeared that describe VXGI simply as a technology to improve lighting in games. While that is certainly true, it doesn t
More informationDEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/
DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/2013-11-04 DEFERRED RENDERING? CONTENTS 1. The traditional approach: Forward rendering 2. Deferred rendering (DR) overview 3. Example uses of DR:
More informationReal-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology
Real-Time Volumetric Smoke using D3D10 Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Smoke in NVIDIA s DirectX10 SDK Sample Smoke in the game Hellgate London Talk outline: Why 3D fluid simulation
More informationSpring 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 informationSurface Tension. Liquid Effects in The Last of Us. Eben Cook Lead Visual Effects Artist, Naughty Dog Inc. Wednesday, March 19, 14
Surface Tension Liquid Effects in The Last of Us Eben Cook Lead Visual Effects Artist, Naughty Dog Inc. Surface Tension Liquid Effects in The Last of Us Eben Cook Lead Visual Effects Artist, Naughty Dog
More informationPractical Techniques for Ray Tracing in Games. Gareth Morgan (Imagination Technologies) Aras Pranckevičius (Unity Technologies) March, 2014
Practical Techniques for Ray Tracing in Games Gareth Morgan (Imagination Technologies) Aras Pranckevičius (Unity Technologies) March, 2014 What Ray Tracing is not! Myth: Ray Tracing is only for photorealistic
More informationCreating Flood Effects in Uncharted 3. Eben Cook VFX Naughty Dog
Creating Flood Effects in Uncharted 3 Eben Cook VFX Artist @ Naughty Dog Me me me BA in Communication Design from UNT Computer Science minor 11 years in the industry. EALA, Naughty Dog I ve been: Concept
More informationCS 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 informationCUDA Particles. Simon Green
CUDA Particles Simon Green sdkfeedback@nvidia.com Document Change History Version Date Responsible Reason for Change 1.0 Sept 19 2007 Simon Green Initial draft Abstract Particle systems [1] are a commonly
More informationWater. Notes. Free surface. Boundary conditions. This week: extend our 3D flow solver to full 3D water We need to add two things:
Notes Added a 2D cross-section viewer for assignment 6 Not great, but an alternative if the full 3d viewer isn t working for you Warning about the formulas in Fedkiw, Stam, and Jensen - maybe not right
More informationMODELING 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 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 information3DVIA COMPOSER TECHNICAL TIPS
3DVIA COMPOSER TECHNICAL TIPS 3DMOJO.COM A dedicated 3DVIA Composer Website for additional resources (i.e. Forums, Podcasts, etc.) HARDWARE SETTINGS FOR COMPOSER V6R2011 There are a couple of new settings,
More informationEnabling Next-Gen Effects through NVIDIA GameWorks New Features. Shawn Nie, Jack Ran Developer Technology Engineer
Enabling Next-Gen Effects through NVIDIA GameWorks New Features Shawn Nie, Jack Ran Developer Technology Engineer Overview GPU Rigid Bodies (GRB) FleX Flow WaveWorks UE4-GRB Demo GPU Rigid Bodies in PhysX
More informationThe V-Ray installer will automatically remove any previous installations. This will allow you to seamlessly upgrade from previous versions.
Overview This guide is to serve as a reference for installing V-Ray for 3ds Max and 3ds Max Design. Please refer to the Glossary page for specific terms used in this document. If you experience any problems,
More informationCase Study: The Pixar Story. By Connor Molde Comptuer Games & Interactive Media Year 1
Case Study: The Pixar Story By Connor Molde Comptuer Games & Interactive Media Year 1 Contents Section One: Introduction Page 1 Section Two: About Pixar Page 2 Section Three: Drawing Page 3 Section Four:
More informationDive into Mobile VR/AR Games
Pre-Meeting Practical Course SS 2015 24th March, 2015 1 Meeting Outline 1. Course Goal 2. Organizational stuff 3. Important Dates 4. Intro to VR/AR 5. Introducing Dive 6. Tasks per Team 7. Tasks Samples
More informationEnabling 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 informationOptimizing 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 informationHello, Thanks for the introduction
Hello, Thanks for the introduction 1 In this paper we suggest an efficient data-structure for precomputed shadows from point light or directional light-sources. Because, in fact, after more than four decades
More informationDesigning the look and feel for Smoke and Neon powers The creation of a new toolset and pipeline for I:SS Pros and cons from our new workflow and
Designing the look and feel for Smoke and Neon powers The creation of a new toolset and pipeline for I:SS Pros and cons from our new workflow and lessons learned attempting to make something new Defining
More informationMichal Valient Lead Tech Guerrilla Games
Michal Valient Lead Tech Guerrilla Games Intro Guerrilla is based in Amsterdam and we re part of Sony since 2005 We re working on two titles Unannounced new IP Killzone: Shadow Fall The new Killzone is
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Optional Reading for Last Time: Spring-Mass Systems Numerical Integration (Euler, Midpoint, Runge-Kutta) Modeling string, hair, & cloth HW2: Cloth & Fluid Simulation
More informationCS 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 informationChapter 14 Particle Systems & Interactions
Chapter 14 Particle Systems & Interactions This is probably the nicest and most flexible of the Blender effects. When you turn an object into particles, it can be used to simulate snow, fire, smoke, clouds,
More informationDirectX10 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 informationNext Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Copyright Khronos Group Page 1
Next Generation OpenGL Neil Trevett Khronos President NVIDIA VP Mobile Ecosystem @neilt3d Copyright Khronos Group 2015 - Page 1 Copyright Khronos Group 2015 - Page 2 Khronos Connects Software to Silicon
More informationTSBK 07! Computer Graphics! Ingemar Ragnemalm, ISY
1(46) Information Coding / Computer Graphics, ISY, LiTH TSBK 07 Computer Graphics Ingemar Ragnemalm, ISY 1(46) TSBK07 Computer Graphics Spring 2017 Course leader/examiner/lecturer: Ingemar Ragnemalm ingis@isy.liu.se
More informationComputer 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 informationJavaScript Fundamentals_
JavaScript Fundamentals_ HackerYou Course Syllabus CLASS 1 Intro to JavaScript Welcome to JavaScript Fundamentals! Today we ll go over what programming languages are, JavaScript syntax, variables, and
More informationIndex FEATURES LIST 2
FULL FEATURES LIST Index RealFlow 10 Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Fibres 5 Built-in Basic Primitives 5 Particle Emitters 6 Rigid Bodies 6 Soft Bodies 6 Fracture Tools 7 Joints 7
More informationApplications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research
Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past
More informationRay tracing. EECS 487 March 19,
Ray tracing EECS 487 March 19, 2007 http://radsite.lbl.gov/radiance/book/ 1 Conventional pipeline (rasterization) For each triangle Compute lighting at vertices For each pixel within triangle Compute interpolated
More informationFull Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons
Object Tools ( t ) Full Screen Layout Main Menu Property-specific Options Object Properties ( n ) Properties Buttons Outliner 1 Animation Controls The Create and Add Menus 2 The Coordinate and Viewing
More informationNVIDIA nfinitefx Engine: Programmable Pixel Shaders
NVIDIA nfinitefx Engine: Programmable Pixel Shaders The NVIDIA nfinitefx Engine: The NVIDIA nfinitefx TM engine gives developers the ability to program a virtually infinite number of special effects and
More informationCMSC 425: Lecture 2 Computer Game and Graphics System Architectures
CMSC 425: Lecture 2 Computer Game and Graphics System Architectures Reading: The first half of the lecture is taken from Chapt 1 of Gregory, Game Engine Architecture. The second half comes from standard
More informationConsider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye
Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference
More informationThe Illusion of Motion Making magic with textures in the vertex shader. Mario Palmero Lead Programmer at Tequila Works
The Illusion of Motion Making magic with textures in the vertex shader Mario Palmero Lead Programmer at Tequila Works Dark Ages before Textures in the Vertex Shader What is the Vertex Shader? A programmable
More informationSpring 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 informationObject Space Lighting. Dan Baker Founder, Oxide Games
Object Space Lighting Dan Baker Founder, Oxide Games Ashes of the Singularity Nitrous Engine/Oxide Games New studio founded from industry vets Firaxis, Zenimax, Stardock Ground up, custom engine Several
More information8/5/2012. Introduction. Transparency. Anti-Aliasing. Applications. Conclusions. Introduction
Introduction Transparency effects and applications Anti-Aliasing impact in the final image Why combine Transparency with Anti-Aliasing? Marilena Maule João Comba Rafael Torchelsen Rui Bastos UFRGS UFRGS
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 informationDrawing a Triangle (and an introduction to sampling)
Lecture 4: Drawing a Triangle (and an introduction to sampling) Computer Graphics CMU 15-462/15-662, Spring 2017 Assignment 1 is out! https://15462-s17.github.io/asst1_drawsvg/ Let s draw some triangles
More informationRaise your VR game with NVIDIA GeForce Tools
Raise your VR game with NVIDIA GeForce Tools Yan An Graphics Tools QA Manager 1 Introduction & tour of Nsight Analyze a geometry corruption bug VR debugging AGENDA System Analysis Tracing GPU Range Profiling
More informationMikkel Gjøl Graphics
Mikkel Gjøl Graphics Programmer @pixelmager PC rendering overview state, shaders, occlusion queries virtual texturing bindless vertex attributes debugging OpenGL lessons learned Founded 2001 Mod team gone
More informationEnhancing Traditional Rasterization Graphics with Ray Tracing. March 2015
Enhancing Traditional Rasterization Graphics with Ray Tracing March 2015 Introductions James Rumble Developer Technology Engineer Ray Tracing Support Justin DeCell Software Design Engineer Ray Tracing
More informationWed, October 12, 2011
Practical Occlusion Culling in Killzone 3 Michal Valient Lead Tech, Guerrilla B.V. Talk takeaway Occlusion culling system used in Killzone 3 The reasons why to use software rasterization (Some) technical
More informationPump Up Your Pipeline
Pump Up Your Pipeline NVIDIA Developer Tools GPU Jackpot October 4004 Will Ramey Why Do We Do This? Investing in Developers Worldwide Powerful tools for building games Software Development Content Creation
More informationOverview of Traditional Surface Tracking Methods
Liquid Simulation With Mesh-Based Surface Tracking Overview of Traditional Surface Tracking Methods Matthias Müller Introduction Research lead of NVIDIA PhysX team PhysX GPU acc. Game physics engine www.nvidia.com\physx
More informationConemarching in VR. Johannes Saam Mariano Merchante FRAMESTORE. Developing a Fractal experience at 90 FPS. / Framestore
Conemarching in VR Developing a Fractal experience at 90 FPS Johannes Saam Mariano Merchante FRAMESTORE / Framestore THE CONCEPT THE CONCEPT FRACTALS AND COLLISIONS THE CONCEPT RAYMARCHING AND VR FRACTALS
More information#Short presentation of the guys
1 #Short presentation of the guys Let me introduce myself, I am Sébastien Lagarde and, together with my co-worker Antoine Zanuttini, we are part of a team currently working on a PC/XBOX360/PS3 game. For
More informationanimation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time
animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to
More informationanimation computer graphics animation 2009 fabio pellacini 1
animation computer graphics animation 2009 fabio pellacini 1 animation shape specification as a function of time computer graphics animation 2009 fabio pellacini 2 animation representation many ways to
More informationChapter 4- Blender Render Engines
Chapter 4- Render Engines What is a Render Engine? As you make your 3D models in, your goal will probably be to generate (render) an image or a movie as a final result. The software that determines how
More informationScalar Algorithms: Contouring
Scalar Algorithms: Contouring Computer Animation and Visualisation Lecture tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour School of Informatics Contouring Scaler Data Last Lecture...
More informationNVIDIA GameWorks Animation Technologies in Unreal Engine 4
NVIDIA GameWorks Animation Technologies in Unreal Engine 4 Kier Storey, Viktor Makoviychuk NVIDIA Ori Cohen, Benn Gallagher - Epic Overview Introduce new Gameworks physics-based animation technologies
More information0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves
CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~elf Instructor: Eugene Fiume Office: BA 5266 Phone: 416 978 5472 (not a reliable way) Email:
More informationInteraction of Fluid Simulation Based on PhysX Physics Engine. Huibai Wang, Jianfei Wan, Fengquan Zhang
4th International Conference on Sensors, Measurement and Intelligent Materials (ICSMIM 2015) Interaction of Fluid Simulation Based on PhysX Physics Engine Huibai Wang, Jianfei Wan, Fengquan Zhang College
More informationBringing Hollywood to Real Time. Abe Wiley 3D Artist 3-D Application Research Group
Bringing Hollywood to Real Time Abe Wiley 3D Artist 3-D Application Research Group Overview > Film Pipeline Overview and compare with Games > The RhinoFX/ATI Relationship > Ruby 1 and 2 The Movies > Breakdown
More informationNavier-Stokes & Flow Simulation
Last Time? Navier-Stokes & Flow Simulation Pop Worksheet! Teams of 2. Hand in to Jeramey after we discuss. Sketch the first few frames of a 2D explicit Euler mass-spring simulation for a 2x3 cloth network
More informationInside VR on Mobile. Sam Martin Graphics Architect GDC 2016
Inside VR on Mobile Sam Martin Graphics Architect GDC 2016 VR Today Emerging technology Main mobile VR ecosystems Google Cardboard Samsung GearVR In this talk: Latency Multiple views Performance tuning
More informationComparison of CPU and GPGPU performance as applied to procedurally generating complex cave systems
Comparison of CPU and GPGPU performance as applied to procedurally generating complex cave systems Subject: Comp6470 - Special Topics in Computing Student: Tony Oakden (U4750194) Supervisor: Dr Eric McCreath
More informationDesigning for Performance. Arseny Kapoulkine
Designing for Performance Arseny Kapoulkine Who I Am Arseny Kapoulkine zeuxcg Agenda Memory & performance: why should you care? Analysis tools New & upcoming performance features Deep dive: rendering,
More informationLEVEL 1 ANIMATION ACADEMY2010
1 Textures add more realism to an environment and characters. There are many 2D painting programs that can be used to create textures, such as Adobe Photoshop and Corel Painter. Many artists use photographs
More informationTexture 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 informationCom S 336 Final Project Ideas
Com S 336 Final Project Ideas Deadlines These projects are to be done in groups of two. I strongly encourage everyone to start as soon as possible. Presentations begin four weeks from now (Tuesday, December
More informationFlowmap Generator Reference
Flowmap Generator Reference Table of Contents Flowmap Overview... 3 What is a flowmap?... 3 Using a flowmap in a shader... 4 Performance... 4 Creating flowmaps by hand... 4 Creating flowmaps using Flowmap
More informationSoft 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