HARDWARE ACCELERATED 3D/2D RENDERING

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1 HARDWARE ACCELERATED 3D/2D RENDERING Gergely Agnecz: Norbert Zsolt Zentai: Roland Takacs:

2 WHERE WE CAME FROM

3 HUNGARY (LOCATION)

4 HUNGARY

5 BUDAPEST, THE CAPITAL OF HUNGARY

6 WHAT YOU SHOULD VISIT

7 FOODS

8 DRINKS

9 WHAT WE GAVE THE WORLD Neumann ; János Irínyi ; László Bíró

10 WHERE WE STUDY

11 DENNIS GABOR COLLEGE (GÁBOR DÉNES FŐISKOLA)

12 DENNIS GABOR COLLEGE (GÁBOR DÉNES FŐISKOLA)

13 DENNIS GABOR COLLEGE (GÁBOR DÉNES FŐISKOLA) Academic specialisation BSc in computer engineering MSc in computer science business and management Higher level vocational qualification web-programmer general system administrator information statistician financial academic specialisation administrator

14 GABOR DENNIS (GÁBOR DÉNES) The Nobel Prize in Physics 1971 for his invention and development of the holographic method

15 THE PART YOU HAVE BEEN WAITING FOR

16

17 RENDERING Must cheat! Everything must be simplified!

18 RENDERING Creating the final image Must cheat! Everything must be simplified!

19 RENDERING Creating the final image Everything must be simplified Must cheat! Everything must be simplified!

20 EARLY TECHNIQUES Walls: Angle, size

21 EARLY TECHNIQUES Images on top of each other Walls: Angle, size

22 EARLY TECHNIQUES Images on top of each other Everything is prerendered Walls: Angle, size

23 EARLY TECHNIQUES Images on top of each other Everything is prerendered Wolfenstein 3D (1992) Walls: Angle, size

24 GRAPHICAL LIBRARIES

25 GRAPHICAL LIBRARIES DirectX and OpenGL

26 GRAPHICAL LIBRARIES DirectX and OpenGL Standardized interfaces

27 GRAPHICAL LIBRARIES DirectX and OpenGL Standardized interfaces NOT rendering engines

28 GRAPHICAL LIBRARIES DirectX and OpenGL Standardized interfaces NOT rendering engines Basic functions

29 FIXED-FUNCTIONS

30 FIXED-FUNCTIONS Everything is hard-wired

31 FIXED-FUNCTIONS Everything is hard-wired Limited functionality

32 FIXED-FUNCTIONS Everything is hard-wired Limited functionality State variables

33 FIXED-FUNCTIONS Everything is hard-wired Limited functionality State variables Huge demand for more functions

34 PROGRAMMABLE PIPELINE (SHADERS) Pipeline: Hardware; Shader: Software

35 PROGRAMMABLE PIPELINE (SHADERS) Math for each pipeline stop Pipeline: Hardware; Shader: Software

36 PROGRAMMABLE PIPELINE (SHADERS) Math for each pipeline stop Custom inputs Pipeline: Hardware; Shader: Software

37 PROGRAMMABLE PIPELINE (SHADERS) Math for each pipeline stop Custom inputs Custom algorythms Pipeline: Hardware; Shader: Software

38 A SHADER

39 A SHADER Vertex Shader Fragement Shader

40 SHADERS

41 Vertex Shader SHADERS

42 SHADERS Vertex Shader For every vertex

43 SHADERS Vertex Shader For every vertex Inputs

44 SHADERS Vertex Shader For every vertex Inputs Uniforms

45 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes

46 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes Outputs

47 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes Outputs Position

48 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes Outputs Position Varyings

49 SHADERS Vertex Shader Fragment Shader For every vertex Inputs Uniforms Attributes Outputs Position Varyings

50 SHADERS Vertex Shader For every vertex Fragment Shader For every pixel Inputs Uniforms Attributes Outputs Position Varyings

51 SHADERS Vertex Shader For every vertex Inputs Fragment Shader For every pixel Inputs Uniforms Attributes Outputs Position Varyings

52 SHADERS Vertex Shader For every vertex Inputs Uniforms Fragment Shader For every pixel Inputs Uniforms Attributes Outputs Position Varyings

53 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes Fragment Shader For every pixel Inputs Uniforms Varyings Outputs Position Varyings

54 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes Outputs Fragment Shader For every pixel Inputs Uniforms Varyings Output Position Varyings

55 SHADERS Vertex Shader For every vertex Inputs Uniforms Attributes Outputs Position Fragment Shader For every pixel Inputs Uniforms Varyings Output Colour Varyings

56 0, 1, 0 1, 0, 0 0, 0, 1 Parallel processor

57 BUFFERS

58 One value for each pixel BUFFERS

59 BUFFERS One value for each pixel Pixel buffer: colour

60 BUFFERS One value for each pixel Pixel buffer: colour Depth buffer (z-buffer): depth values

61 BUFFERS One value for each pixel Pixel buffer: colour Depth buffer (z-buffer): depth values Stencil buffer: custom usage

62 DEPTH BUFFER (Z-BUFFER)

63 STENCIL BUFFER

64 STENCIL BUFFER Limiting the rendering area

65 STENCIL BUFFER Limiting the rendering area Ok = depth condition & stencil condition

66 STENCIL BUFFER Limiting the rendering area Ok = depth condition & stencil condition Condition based value change

67 REFLECTION

68 Planar reflection REFLECTION

69 REFLECTION Planar reflection Upside-down

70 REFLECTION Planar reflection Upside-down Stencil

71 SHADOW MAPPING Shadow map, Project, Final

72 SHADOW MAPPING Depth from the light s point of view Shadow map, Project, Final

73 SHADOW MAPPING Depth from the light s point of view With this the lit area can be determined Shadow map, Project, Final

74 SHADOW MAPPING Depth from the light s point of view With this the lit area can be determined Shadow map, Project, Final

75 Order TRANSPARENCY

76 TRANSPARENCY New value based upon the existing one Order

77 TRANSPARENCY New value based upon the existing one Blending Order

78 TRANSPARENCY New value based upon the existing one Blending Still opaque Order

79 NON-SOLID OBJECTS Sprite: facing the camera

80 NON-SOLID OBJECTS Transparent images Sprite: facing the camera

81 NON-SOLID OBJECTS Transparent images Sprites Sprite: facing the camera

82 NON-SOLID OBJECTS Transparent images Sprites Sprite: facing the camera

83 NORMAL MAPPING Lighting: vectors; Control: Texture, Red

84 NORMAL MAPPING Cheating the details with lighting Lighting: vectors; Control: Texture, Red

85 NORMAL MAPPING Cheating the details with lighting Nudging the normal vector Lighting: vectors; Control: Texture, Red

86 NORMAL MAPPING Cheating the details with lighting Nudging the normal vector Texture: RGB - XYZ Lighting: vectors; Control: Texture, Red

87 NORMAL MAPPING Cheating the details with lighting Nudging the normal vector Texture: RGB - XYZ Lighting: vectors; Control: Texture, Red

88 PARALLAX MAPPING

89 PARALLAX MAPPING Better depth effect, but much slower

90 PARALLAX MAPPING Better depth effect, but much slower Texture moving trick

91 NORMAL VS PARALLAX MAPPING Extreme angle

92 POST-PROCESSING

93 POST-PROCESSING Rendering to a texture

94 POST-PROCESSING Rendering to a texture Rendering the texture to the screen

95 POST-PROCESSING Rendering to a texture Rendering the texture to the screen Texture = more flexible to work with

96 POST-PROCESSING Rendering to a texture Examples: Rendering the texture to the screen Texture = more flexible to work with

97 POST-PROCESSING Rendering to a texture Rendering the texture to the screen Examples: Gamma: texcolor^gamma Texture = more flexible to work with

98 POST-PROCESSING Rendering to a texture Rendering the texture to the screen Texture = more flexible to work with Examples: Gamma: texcolor^gamma Tint: texcolor*tintcolor

99 POST-PROCESSING Rendering to a texture Rendering the texture to the screen Texture = more flexible to work with Examples: Gamma: texcolor^gamma Tint: texcolor*tintcolor Blur: multiple samples from the texture

100 BLOOM

101 BLOOM Clamp: if (brightness(texcolor)>weight) { return texcolor; } else { return 0; }

102 BLOOM Clamp: if (brightness(texcolor)>weight) { return texcolor; } else { return 0; } Blur: multisampling the clamped

103 BLOOM Clamp: if (brightness(texcolor)>weight) { return texcolor; } else { return 0; } Blur: multisampling the clamped Combine: blured*weight+texcolor

104

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109

110 HARDWARE ACCELERATED 3D/2D RENDERING Gergely Agnecz: Norbert Zsolt Zentai: Roland Takacs:

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