Shader Programming. Daniel Wesslén, Stefan Seipel, Examples

Save this PDF as:
 WORD  PNG  TXT  JPG

Size: px
Start display at page:

Download "Shader Programming. Daniel Wesslén, Stefan Seipel, Examples"

Transcription

1 Shader Programming Daniel Wesslén, Stefan Seipel, Examples 1

2 Per-pixel lighting Texture convolution filtering 2

3 Post-processing, animated procedural textures Vertex displacement mapping 3

4 Fragment shader Mandelbrot set Animation 4

5 Direct volume rendering The OpenGL pipeline 5

6 OpenGL 1.4 connectivity vertex transform & lighting primitive assembly rasterization texture fog, texturing framebuffer blending, depth, stencil OpenGL 2.1 connectivity vertex shader primitive assembly rasterization VBO texture framebuffer fragment shader blending, depth, stencil 6

7 Shader processing Parallel processing vertices: properties vertex scheduler vertex processors vertices: positions, properties rasterizer fragments: positions, properties fragment processors framebuffer fragments: colors 7

8 Vertex shader vertices: properties vertex processors vertices: positions, properties Transform Animation Per-vertex lighting Displacement Mostly: Parameter setup for fragments Can not modify topology No access to other vertices Fragment shader fragments: positions, properties fragment processors fragments: colors Per-pixel lighting Texturing Compositing Filtering Fog Can not read or write pixels No access to other fragments 8

9 Simple example Per-pixel lighting 9

10 Vertex shader color = gl_color.rgb; normal = normalize(gl_normalmatrix * gl_normal); pos = vec3(gl_modelviewmatrix * gl_vertex); gl_position = gl_modelviewprojectionmatrix * gl_vertex; Vertex shader color = gl_color.rgb; normal = normalize(gl_normalmatrix * gl_normal); pos = vec3(gl_modelviewmatrix * gl_vertex); uniform (prog. to vertex, per primitive) attribute (prog. to vertex, per vertex) varying (vertex to fragment) gl_position = gl_modelviewprojectionmatrix * gl_vertex; 10

11 Vertex shader color = gl_color.rgb; normal = normalize(gl_normalmatrix * gl_normal); pos = vec3(gl_modelviewmatrix * gl_vertex); int, float, bool (basic types) vec2, vec3, vec4 (2,3,4d vector) mat2, mat3, mat4 (2,3,4d float matrix) ivec3, bvec4, etc. (vectors only) gl_position = gl_modelviewprojectionmatrix * gl_vertex; Vertex shader color = gl_color.rgb; normal = normalize(gl_normalmatrix * gl_normal); pos = vec3(gl_modelviewmatrix * gl_vertex); gl_position = gl_modelviewprojectionmatrix * gl_vertex; 11

12 Vertex shader vertex shader built-in attributes writing to gl_position is mandatory color = gl_color.rgb; normal = normalize(gl_normalmatrix * gl_normal); pos = vec3(gl_modelviewmatrix * gl_vertex); gl_position = gl_modelviewprojectionmatrix * gl_vertex; Vertex shader built-in uniforms color = gl_color.rgb; normal = normalize(gl_normalmatrix * gl_normal); pos = vec3(gl_modelviewmatrix * gl_vertex); gl_position = gl_modelviewprojectionmatrix * gl_vertex; 12

13 Fragment shader uniform float shininess; vec3 nlight = normalize(gl_lightsource[0].position.xyz - pos); vec3 neye = normalize(-pos); vec3 nnormal = normalize(normal); vec3 nhalf = normalize(neye + nlight); float diff = max(0.0, dot(nlight, nnormal)); float spec = diff > 0.0? pow(dot(nhalf, nnormal), shininess) : 0.0; gl_fragcolor = vec4(color * diff + spec, 1); Fragment shader uniform float shininess; built-in functions vec3 nlight = normalize(gl_lightsource[0].position.xyz - pos); vec3 neye = normalize(-pos); vec3 nnormal = normalize(normal); vec3 nhalf = normalize(neye + nlight); float diff = max(0.0, dot(nlight, nnormal)); float spec = diff > 0.0? pow(dot(nhalf, nnormal), shininess) : 0.0; gl_fragcolor = vec4(color * diff + spec, 1); 13

14 Fragment shader uniform float shininess; writing to gl_fragcolor or gl_fragdata[] is mandatory vec3 nlight = normalize(gl_lightsource[0].position.xyz - pos); vec3 neye = normalize(-pos); vec3 nnormal = normalize(normal); vec3 nhalf = normalize(neye + nlight); float diff = max(0.0, dot(nlight, nnormal)); float spec = diff > 0.0? pow(dot(nhalf, nnormal), shininess) : 0.0; gl_fragcolor = vec4(color * diff + spec, 1); 14

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Shader Languages Currently 3 major shader languages Cg (Nvidia) HLSL (Microsoft) Derived from Cg GLSL (OpenGL) Main influences

More information

The Transition from RenderMan to the OpenGL Shading Language (GLSL)

The Transition from RenderMan to the OpenGL Shading Language (GLSL) 1 The Transition from RenderMan to the OpenGL Shading Language (GLSL) Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International

More information

Introduction to Shaders.

Introduction to Shaders. Introduction to Shaders Marco Benvegnù hiforce@gmx.it www.benve.org Summer 2005 Overview Rendering pipeline Shaders concepts Shading Languages Shading Tools Effects showcase Setup of a Shader in OpenGL

More information

Supplement to Lecture 22

Supplement to Lecture 22 Supplement to Lecture 22 Programmable GPUs Programmable Pipelines Introduce programmable pipelines - Vertex shaders - Fragment shaders Introduce shading languages - Needed to describe shaders - RenderMan

More information

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics

Technical Game Development II. Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS 4731 Computer Graphics Shader Programming Technical Game Development II Professor Charles Rich Computer Science Department rich@wpi.edu Reference: Rost, OpenGL Shading Language, 2nd Ed., AW, 2006 The Orange Book Also take CS

More information

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people

GLSL Introduction. Fu-Chung Huang. Thanks for materials from many other people GLSL Introduction Fu-Chung Huang Thanks for materials from many other people Programmable Shaders //per vertex inputs from main attribute aposition; attribute anormal; //outputs to frag. program varying

More information

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Programming with OpenGL Shaders I Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico 0 Objectives Shader Basics Simple Shaders Vertex shader Fragment shaders 1 Vertex

More information

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico

Programming with OpenGL Shaders I. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Programming with OpenGL Shaders I Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Objectives Shader Programming Basics Simple Shaders Vertex shader Fragment shaders

More information

GLSL 1: Basics. J.Tumblin-Modified SLIDES from:

GLSL 1: Basics. J.Tumblin-Modified SLIDES from: GLSL 1: Basics J.Tumblin-Modified SLIDES from: Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New Mexico and

More information

Introduction to the OpenGL Shading Language

Introduction to the OpenGL Shading Language Introduction to the OpenGL Shading Language Randi Rost Director of Developer Relations, 3Dlabs 08-Dec-2005 1 Why use graphics programmability? Graphics hardware has changed radically Fixed functionality

More information

Introduction to the OpenGL Shading Language (GLSL)

Introduction to the OpenGL Shading Language (GLSL) 1 Introduction to the OpenGL Shading Language (GLSL) This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu

More information

CSE 167: Introduction to Computer Graphics Lecture #13: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #13: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #13: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 6 due Friday Next Thursday: Midterm #2

More information

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)!

The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! ! The Graphics Pipeline and OpenGL III: OpenGL Shading Language (GLSL 1.10)! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 4! stanford.edu/class/ee267/! Updates! for 24h lab access:

More information

CMPS160 Shader-based OpenGL Programming. All slides originally from Prabath Gunawardane, et al. unless noted otherwise

CMPS160 Shader-based OpenGL Programming. All slides originally from Prabath Gunawardane, et al. unless noted otherwise CMPS160 Shader-based OpenGL Programming All slides originally from Prabath Gunawardane, et al. unless noted otherwise Shader gallery I Above: Demo of Microsoft s XNA game platform Right: Product demos

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Lecture 2 Robb T. Koether Hampden-Sydney College Fri, Aug 28, 2015 Robb T. Koether (Hampden-Sydney College) The Graphics Pipeline Fri, Aug 28, 2015 1 / 19 Outline 1 Vertices 2 The

More information

Today. Rendering - III. Outline. Texturing: The 10,000m View. Texture Coordinates. Specifying Texture Coordinates in GL

Today. Rendering - III. Outline. Texturing: The 10,000m View. Texture Coordinates. Specifying Texture Coordinates in GL Today Rendering - III CS148, Summer 2010 Graphics Pipeline and Programmable Shaders Artist Workflow Siddhartha Chaudhuri 1 2 Outline Texturing: The 10,000m View Intro to textures The fixed-function graphics

More information

Lecture 09: Shaders (Part 1)

Lecture 09: Shaders (Part 1) Lecture 09: Shaders (Part 1) CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA November 9, 2010 OpenGL Rendering Pipeline OpenGL Rendering Pipeline (Pseudo-Code) 1 f o r gl_vertex

More information

OPENGL RENDERING PIPELINE

OPENGL RENDERING PIPELINE CPSC 314 03 SHADERS, OPENGL, & JS UGRAD.CS.UBC.CA/~CS314 Textbook: Appendix A* (helpful, but different version of OpenGL) Alla Sheffer Sep 2016 OPENGL RENDERING PIPELINE 1 OPENGL RENDERING PIPELINE Javascript

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

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming

SHADER PROGRAMMING. Based on Jian Huang s lecture on Shader Programming SHADER PROGRAMMING Based on Jian Huang s lecture on Shader Programming What OpenGL 15 years ago could do http://www.neilturner.me.uk/shots/opengl-big.jpg What OpenGL can do now What s Changed? 15 years

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

GLSL v1.20. Scott MacHaffie Schrödinger, Inc.

GLSL v1.20. Scott MacHaffie Schrödinger, Inc. 1 GLSL v1.20 Scott MacHaffie Schrödinger, Inc. http://www.schrodinger.com Table of Contents Introduction...2 Example 01: Trivial shader...2 Syntax...3 Types of variables...3 Example 02: Materials vertex

More information

Shaders CSCI 4239/5239 Advanced Computer Graphics Spring 2014

Shaders CSCI 4239/5239 Advanced Computer Graphics Spring 2014 Shaders CSCI 4239/5239 Advanced Computer Graphics Spring 2014 What is a Shader? Wikipedia: A shader is a computer program used in 3D computer graphics to determine the final surface properties of an object

More information

OpenGL Performances and Flexibility. Visual Computing Laboratory ISTI CNR, Italy

OpenGL Performances and Flexibility. Visual Computing Laboratory ISTI CNR, Italy OpenGL Performances and Flexibility Visual Computing Laboratory ISTI CNR, Italy The Abstract Graphics Pipeline Application 1. The application specifies vertices & connectivity. Vertex Processing 2. The

More information

GPU Programming EE Final Examination

GPU Programming EE Final Examination Name GPU Programming EE 4702-1 Final Examination Monday, 5 December 2016 17:30 19:30 CST Alias Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Exam Total (20 pts) (20 pts) (15 pts) (20 pts) (25 pts)

More information

GLSL. OpenGL Shading Language. OpenGL 1.5 Logical Diagram. OpenGL 2.0 Logical Diagram

GLSL. OpenGL Shading Language. OpenGL 1.5 Logical Diagram. OpenGL 2.0 Logical Diagram OpenGL Shading Language GLSL Is a high level shading language based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without

More information

2D graphics with WebGL

2D graphics with WebGL 2D graphics with WebGL Some material contained here is adapted from the book s slides. September 7, 2015 (Dr. Mihail) 2D graphics September 7, 2015 1 / 22 Graphics Pipeline (Dr. Mihail) 2D graphics September

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

CS4621/5621 Fall Basics of OpenGL/GLSL Textures Basics

CS4621/5621 Fall Basics of OpenGL/GLSL Textures Basics CS4621/5621 Fall 2015 Basics of OpenGL/GLSL Textures Basics Professor: Kavita Bala Instructor: Nicolas Savva with slides from Balazs Kovacs, Eston Schweickart, Daniel Schroeder, Jiang Huang and Pramook

More information

CS4621/5621 Fall Computer Graphics Practicum Intro to OpenGL/GLSL

CS4621/5621 Fall Computer Graphics Practicum Intro to OpenGL/GLSL CS4621/5621 Fall 2015 Computer Graphics Practicum Intro to OpenGL/GLSL Professor: Kavita Bala Instructor: Nicolas Savva with slides from Balazs Kovacs, Eston Schweickart, Daniel Schroeder, Jiang Huang

More information

CS770/870 Spring 2017 Open GL Shader Language GLSL

CS770/870 Spring 2017 Open GL Shader Language GLSL Preview CS770/870 Spring 2017 Open GL Shader Language GLSL Review traditional graphics pipeline CPU/GPU mixed pipeline issues Shaders GLSL graphics pipeline Based on material from Angel and Shreiner, Interactive

More information

Shaders. Introduction. OpenGL Grows via Extensions. OpenGL Extensions. OpenGL 2.0 Added Shaders. Shaders Enable Many New Effects

Shaders. Introduction. OpenGL Grows via Extensions. OpenGL Extensions. OpenGL 2.0 Added Shaders. Shaders Enable Many New Effects CSCI 420 Computer Graphics Lecture 4 Shaders Jernej Barbic University of Southern California Shading Languages GLSL Vertex Array Objects Vertex Shader Fragment Shader [Angel Ch. 1, 2, A] Introduction The

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

Objectives. Open GL Shading Language (GLSL)

Objectives. Open GL Shading Language (GLSL) Open GL Shading Language (GLSL) Objectives Shader applications Vertex shaders Fragment shaders Programming shaders Cg GLSL Coupling GLSL to Applications Example applications 1 Vertex Shader Applications

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

E.Order of Operations

E.Order of Operations Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged

More information

Best practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer

Best practices for effective OpenGL programming. Dan Omachi OpenGL Development Engineer Best practices for effective OpenGL programming Dan Omachi OpenGL Development Engineer 2 What Is OpenGL? 3 OpenGL is a software interface to graphics hardware - OpenGL Specification 4 GPU accelerates rendering

More information

CSE 167: Introduction to Computer Graphics Lecture #7: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #7: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #7: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due Friday 4/22 at 2pm Midterm #1 on

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

Intro to GPU Programming (OpenGL Shading Language) Cliff Lindsay Ph.D. Student CS WPI

Intro to GPU Programming (OpenGL Shading Language) Cliff Lindsay Ph.D. Student CS WPI Intro to GPU Programming (OpenGL Shading Language) Cliff Lindsay Ph.D. Student CS WPI Talk Summary Topic Coverage Define Shading Languages (loosely) High Level View of GPU Functional Aspects of GPU Example

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

Mobile Application Programing: Android. OpenGL Operation

Mobile Application Programing: Android. OpenGL Operation Mobile Application Programing: Android OpenGL Operation Activities Apps are composed of activities Activities are self-contained tasks made up of one screen-full of information Activities start one another

More information

An Overview GLUT GLSL GLEW

An Overview GLUT GLSL GLEW OpenGL, GLUT, GLEW, GLSL An Overview GLUT GLEW GLSL Objectives Give you an overview of the software that you will be using this semester OpenGL, GLUT, GLEW, GLSL What are they? How do you use them? What

More information

LSU EE Homework 5 Solution Due: 27 November 2017

LSU EE Homework 5 Solution Due: 27 November 2017 LSU EE 4702 1 Homework 5 Solution Due: 27 November 2017 The solution code is in the repository in file hw05-shdr-sol.cc. Running the makefile will generate an executable for the solution named hw05-sol.

More information

CS770/870 Fall 2015 Advanced GLSL

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

More information

CS452/552; EE465/505. Image Processing Frame Buffer Objects

CS452/552; EE465/505. Image Processing Frame Buffer Objects CS452/552; EE465/505 Image Processing Frame Buffer Objects 3-12 15 Outline! Image Processing: Examples! Render to Texture Read: Angel, Chapter 7, 7.10-7.13 Lab3 new due date: Friday, Mar. 13 th Project#1

More information

WebGL and GLSL Basics. CS559 Fall 2015 Lecture 10 October 6, 2015

WebGL and GLSL Basics. CS559 Fall 2015 Lecture 10 October 6, 2015 WebGL and GLSL Basics CS559 Fall 2015 Lecture 10 October 6, 2015 Last time Hardware Rasterization For each point: Compute barycentric coords Decide if in or out.7,.7, -.4 1.1, 0, -.1.9,.05,.05.33,.33,.33

More information

CMSC427 OpenGL and JOGL

CMSC427 OpenGL and JOGL CMSC427 OpenGL and JOGL Step 1: Configuring and compiling In Eclipse following previous instructions Get from web page CMSC427OpenGLCode.zip Add graphics3dlib.jar to JOGL project From command line Add

More information

Understanding M3G 2.0 and its Effect on Producing Exceptional 3D Java-Based Graphics. Sean Ellis Consultant Graphics Engineer ARM, Maidenhead

Understanding M3G 2.0 and its Effect on Producing Exceptional 3D Java-Based Graphics. Sean Ellis Consultant Graphics Engineer ARM, Maidenhead Understanding M3G 2.0 and its Effect on Producing Exceptional 3D Java-Based Graphics Sean Ellis Consultant Graphics Engineer ARM, Maidenhead Introduction M3G 1.x Recap ARM M3G Integration M3G 2.0 Update

More information

OpenGL shaders and programming models that provide object persistence

OpenGL shaders and programming models that provide object persistence OpenGL shaders and programming models that provide object persistence COSC342 Lecture 22 19 May 2016 OpenGL shaders We discussed forms of local illumination in the ray tracing lectures. We also saw that

More information

Programmable shader. Hanyang University

Programmable shader. Hanyang University Programmable shader Hanyang University Objective API references (will be skipped) Examples Simple shader Phong shading shader INTRODUCTION GLSL(OPENGL SHADING LANGUAGE) Scalar Data types Structure Structures

More information

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading Objectives Shading in OpenGL Introduce the OpenGL shading methods - per vertex shading vs per fragment shading - Where to carry out Discuss polygonal shading - Flat - Smooth - Gouraud CITS3003 Graphics

More information

Advanced Graphics. The Shader knows. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Advanced Graphics. The Shader knows. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd Advanced Graphics The Shader knows Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What is the shader? Local space World space Viewing space Local space

More information

OUTLINE. Implementing Texturing What Can Go Wrong and How to Fix It Mipmapping Filtering Perspective Correction

OUTLINE. Implementing Texturing What Can Go Wrong and How to Fix It Mipmapping Filtering Perspective Correction TEXTURE MAPPING 1 OUTLINE Implementing Texturing What Can Go Wrong and How to Fix It Mipmapping Filtering Perspective Correction 2 BASIC STRAGEGY Three steps to applying a texture 1. specify the texture

More information

INF3320 Computer Graphics and Discrete Geometry

INF3320 Computer Graphics and Discrete Geometry INF3320 Computer Graphics and Discrete Geometry The OpenGL pipeline Christopher Dyken and Martin Reimers 07.10.2009 Page 1 The OpenGL pipeline Real Time Rendering: The Graphics Processing Unit (GPU) (Chapter

More information

Converts geometric primitives into images Is split into several independent stages Those are usually executed concurrently

Converts geometric primitives into images Is split into several independent stages Those are usually executed concurrently Rendering Pipeline Rendering Pipeline Converts geometric primitives into images Is split into several independent stages Those are usually executed concurrently Pipeline 18.10.2013 Steiner- Wallner- Podaras

More information

Shaders (some slides taken from David M. course)

Shaders (some slides taken from David M. course) Shaders (some slides taken from David M. course) Doron Nussbaum Doron Nussbaum COMP 3501 - Shaders 1 Traditional Rendering Pipeline Traditional pipeline (older graphics cards) restricts developer to texture

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016 Computergrafik Matthias Zwicker Universität Bern Herbst 2016 Today More shading Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection and refraction Toon shading

More information

WebGL and GLSL Basics. CS559 Fall 2016 Lecture 14 October

WebGL and GLSL Basics. CS559 Fall 2016 Lecture 14 October WebGL and GLSL Basics CS559 Fall 2016 Lecture 14 October 24 2016 Review Hardware Rasterization For each point: Compute barycentric coords Decide if in or out.7,.7, -.4 1.1, 0, -.1.9,.05,.05.33,.33,.33

More information

WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics.

WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics. About the Tutorial WebGL (Web Graphics Library) is the new standard for 3D graphics on the Web, designed for rendering 2D graphics and interactive 3D graphics. This tutorial starts with a basic introduction

More information

Mobile Application Programing: Android. OpenGL Operation

Mobile Application Programing: Android. OpenGL Operation Mobile Application Programing: Android OpenGL Operation Activities Apps are composed of activities Activities are self-contained tasks made up of one screen-full of information Activities start one another

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

GLSL Language Details

GLSL Language Details GLSL Language Details 41 Design Focus Based on syntax of ANSI C Some additions to support graphics functionality Some additions from C++ Some differences for a cleaner language design December 9, 2005

More information

GPU Programming EE Final Examination

GPU Programming EE Final Examination Name Solution GPU Programming EE 4702-1 Final Examination Friday, 11 December 2015 15:00 17:00 CST Alias Methane? Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Problem 6 Exam Total (20 pts) (15 pts)

More information

Design Focus. GLSL Language Details. Additions from C++ Additions for Graphics

Design Focus. GLSL Language Details. Additions from C++ Additions for Graphics GLSL Language Details Design Focus Based on syntax of ANSI C Some additions to support graphics functionality Some additions from C++ Some differences for a cleaner language design 41 December 9, 2005

More information

Copyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012

Copyright Khronos Group 2012 Page 1. Teaching GL. Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 1 Teaching GL Dave Shreiner Director, Graphics and GPU Computing, ARM 1 December 2012 Copyright Khronos Group 2012 Page 2 Agenda Overview of OpenGL family of APIs Comparison

More information

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley

Programming Guide. Aaftab Munshi Dan Ginsburg Dave Shreiner. TT r^addison-wesley OpenGUES 2.0 Programming Guide Aaftab Munshi Dan Ginsburg Dave Shreiner TT r^addison-wesley Upper Saddle River, NJ Boston Indianapolis San Francisco New York Toronto Montreal London Munich Paris Madrid

More information

Today s Agenda. Shaders fundamentals. Programming with shader-based OpenGL

Today s Agenda. Shaders fundamentals. Programming with shader-based OpenGL Today s Agenda Shaders fundamentals Programming with shader-based OpenGL Shaders Like a function call data are passed in, processed, and passed back out -- Shreiner et al, OpenGL Programming Guide GLSL

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

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders

Comp 410/510 Computer Graphics Spring Programming with OpenGL Part 3: Shaders Comp 410/510 Computer Graphics Spring 2018 Programming with OpenGL Part 3: Shaders Objectives Basic shaders - Vertex shader - Fragment shader Programming shaders with GLSL Finish first program void init(void)

More information

Programmable GPUs Outline

Programmable GPUs Outline papi 1 Outline References Programmable Units Languages Programmable GPUs Outline papi 1 OpenGL Shading Language papi 1 EE 7700-1 Lecture Transparency. Formatted 11:30, 25 March 2009 from set-prog-api.

More information

Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon

Levy: Constraint Texture Mapping, SIGGRAPH, CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon Levy: Constraint Texture Mapping, SIGGRAPH, 2001 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon Instructor: Justin Solomon Email: justin.solomon@stanford.edu Office: Clark

More information

GPU Memory Model. Adapted from:

GPU Memory Model. Adapted from: GPU Memory Model Adapted from: Aaron Lefohn University of California, Davis With updates from slides by Suresh Venkatasubramanian, University of Pennsylvania Updates performed by Gary J. Katz, University

More information

Mobile Application Programming: Android. OpenGL Operation

Mobile Application Programming: Android. OpenGL Operation Mobile Application Programming: Android OpenGL Operation OpenGL ES C-Based Performance-Oriented Graphics Library Wrapper libraries provided for Java, C#, etc. Produces 2D images from 2D or 3D geometric

More information

GPU Programming EE Final Examination

GPU Programming EE Final Examination Name GPU Programming EE 4702-1 Final Examination Friday, 11 December 2015 15:00 17:00 CST Alias Problem 1 Problem 2 Problem 3 Problem 4 Problem 5 Problem 6 Exam Total (20 pts) (15 pts) (15 pts) (20 pts)

More information

CS GPU and GPGPU Programming Lecture 7: Shading and Compute APIs 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 7: Shading and Compute APIs 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 7: Shading and Compute APIs 1 Markus Hadwiger, KAUST Reading Assignment #4 (until Feb. 23) Read (required): Programming Massively Parallel Processors book, Chapter

More information

Graphics Hardware. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 2/26/07 1

Graphics Hardware. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 2/26/07 1 Graphics Hardware Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/26/07 1 From last time Texture coordinates Uses of texture maps reflectance and other surface parameters lighting

More information

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) Introduction to Computer Graphics and OpenGL Graphics Hardware Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/etri_cg/ Class Objectives Understand how GPUs have been evolved Understand

More information

CS 380 Introduction to Computer Graphics. LAB (1) : OpenGL Tutorial Reference : Foundations of 3D Computer Graphics, Steven J.

CS 380 Introduction to Computer Graphics. LAB (1) : OpenGL Tutorial Reference : Foundations of 3D Computer Graphics, Steven J. CS 380 Introduction to Computer Graphics LAB (1) : OpenGL Tutorial 2018. 03. 05 Reference : Foundations of 3D Computer Graphics, Steven J. Gortler Goals Understand OpenGL pipeline Practice basic OpenGL

More information

Scanline Rendering 2 1/42

Scanline Rendering 2 1/42 Scanline Rendering 2 1/42 Review 1. Set up a Camera the viewing frustum has near and far clipping planes 2. Create some Geometry made out of triangles 3. Place the geometry in the scene using Transforms

More information

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010)

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010) Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 11: OpenGL 3 http://inst.eecs.berkeley.edu/~cs184 Methodology for Lecture Lecture deals with lighting (teapot shaded as in HW1) Some Nate

More information

Lecture 11 Shaders and WebGL. October 8, 2015

Lecture 11 Shaders and WebGL. October 8, 2015 Lecture 11 Shaders and WebGL October 8, 2015 Review Graphics Pipeline (all the machinery) Program Vertex and Fragment Shaders WebGL to set things up Key Shader Concepts Fragment Processing and Vertex

More information

COURSE 17: STATE-OF-THE-ART IN SHADING HARDWARE1 CHAPTER 6: THE OPENGL SHADING LANGUAGE 2. Randi J. Rost 3Dlabs, Inc.

COURSE 17: STATE-OF-THE-ART IN SHADING HARDWARE1 CHAPTER 6: THE OPENGL SHADING LANGUAGE 2. Randi J. Rost 3Dlabs, Inc. COURSE 17: STATE-OF-THE-ART IN SHADING HARDWARE1 CHAPTER 6: THE OPENGL SHADING LANGUAGE 2 Randi J. Rost 3Dlabs, Inc. SIGGRAPH 2002 Course Notes 05-August-2002 SIGGRAPH 2002 6-1 State of the Art in Shading

More information

Using Shaders for Lighting

Using Shaders for Lighting Using Shaders for Lighting Mike Bailey mjb@cs.oregonstate.edu Lighting Definitions L N R E N = Normal L = Light vector E = Eye vector R = Light reflection vector ER = Eye reflection vector Color = LightColor

More information

GLSL Geometry Shaders

GLSL Geometry Shaders GLSL Geometry Shaders 1 This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu geometry_shaders.pptx Here s

More information

OpenGL. Toolkits.

OpenGL. Toolkits. http://www.opengl.org OpenGL Open Graphics Library Graphics API Delivered with UNIX, Win9x/2000/Me/Nt/Xp, Mac OS Direct3D (DirectX) is only Windows Utilizes the window system and event handling of the

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

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

Artistic Rendering with Graphics Shaders

Artistic Rendering with Graphics Shaders Artistic Rendering with Graphics Shaders by A Master Research Paper submitted to the Eastern Michigan University, Department of Computer Science In Partial Fulfillment of the Requirements for the Master

More information

Vertex & Fragment shaders

Vertex & Fragment shaders Vertex & Fragment shaders The next big step in graphics hardware Adds programmability to the previously fixed rendering pipeline The OpenGL Shading Language (a.k.a. GLSL, glslang) Vertex shaders: programs

More information

Yazhuo Liu Homework 3

Yazhuo Liu Homework 3 Yazhuo Liu Homework 3 Write a shader program that renders a colored tetrahedron, which gradually shrinks to a point and expands back to its original shape. While it is shrinking and expanding, the color

More information

Computergraphics Exercise 15/ Shading & Texturing

Computergraphics Exercise 15/ Shading & Texturing Computergraphics Exercise 15/16 3. Shading & Texturing Jakob Wagner for internal use only Shaders Vertex Specification define vertex format & data in model space Vertex Processing transform to clip space

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

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

What was removed? (1) OpenGL ES vs. OpenGL

What was removed? (1) OpenGL ES vs. OpenGL SLIDE 2 Outline What is? vs. OpenGL Profiles and versions EGL Surfaces on Windows CE and Symbian Implementations SLIDE 3 SLIDE 4 What is? Small-footprint subset of OpenGL OpenGL is too large for embedded

More information

GpuPy: Accelerating NumPy With a GPU

GpuPy: Accelerating NumPy With a GPU GpuPy: Accelerating NumPy With a GPU Washington State University School of Electrical Engineering and Computer Science Benjamin Eitzen - eitzenb@eecs.wsu.edu Robert R. Lewis - bobl@tricity.wsu.edu Presentation

More information

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak

OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak OpenGL SUPERBIBLE Fifth Edition Comprehensive Tutorial and Reference Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San

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

WebGL A quick introduction. J. Madeira V. 0.2 September 2017

WebGL A quick introduction. J. Madeira V. 0.2 September 2017 WebGL A quick introduction J. Madeira V. 0.2 September 2017 1 Interactive Computer Graphics Graphics library / package is intermediary between application and display hardware Application program maps

More information

Graphics Pipeline & APIs

Graphics Pipeline & APIs Graphics Pipeline & APIs CPU Vertex Processing Rasterization Fragment Processing glclear (GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT); glpushmatrix (); gltranslatef (-0.15, -0.15, solidz); glmaterialfv(gl_front,

More information