TentamensKod: (Ifylles av student) Tentamensdatum: Tid: 10:00 12:00. Hjälpmedel: Inga hjälpmedel
|
|
- Gavin Pope
- 5 years ago
- Views:
Transcription
1 Computer Graphics Provmoment: Ladokkod: Tentamen ges för: Teoretisk tentamen 21DG2B Systemarkitektprogrammet 7,5 högskolepoäng TentamensKod: (Ifylles av student) Tentamensdatum: Tid: 10:00 12:00 Hjälpmedel: Inga hjälpmedel Totalt antal poäng på tentamen: 10 poäng För att få respektive betyg krävs: E >= 5, D >= 6, C >= 7, B >=8, A >= 9 Allmänna anvisningar: Skriv dina svar på separata blad Rättningstiden är i normalfall 15 arbetsdagar, till detta tillkommer upp till 5 arbetsdagar för administration, annars är det detta datum som gäller: Viktigt! Glöm inte att skriva namn på alla blad du lämnar in. Lycka till! Ansvarig lärare: Rikard König Telefonnummer:
2 1. The picture below describes the architecture of the Open-GL graphics pipeline. Briefly explain what happens in each step. (2p) 2. The Cohen-Sutherland Algorithm tries to eliminate as many cases as possible without computing intersections when clipping. Describe how the algorithm works and use line C-D in the picture bellow as an example. (1.5p) 3. The painter s algorithm is an algorithm used for visibility testing. Describe how the painter s algorithm works, and provide at least two examples that would cause the painter's algorithm to fail. Briefly explain how the examples you provided could be preprocessed so that they can be solved using the painter s algorithm. (2p) 4. The Z-buffer algorithm is another visibility testing algorithm; explain how it works. How does the Z-buffer algorithm solve the two difficult examples you provided above? 2
3 6. Consider the Blinn-Phong shading equation at a fragment with normal n and the material parameters cd, cs (colors) and m (shininess). The direction towards the directional light source is l and the direction to the viewer/camera is v. The lighting environment is described by the ambient light intensity Ia and the diffuse Id and specular Is light intensity of one directional light source. l n v The following HLSL effect file implements the Blinn-Phong shading equation: uniform const float4x4 World; uniform const float4x4 View; uniform const float4x4 Projection; uniform const float3 EyePosition; // Eye position in the world frame. // Material information from the application uniform const float4 DiffuseColor; uniform const float3 SpecularColor; uniform const int SpecularPower; uniform const texture DiffuseTexture; sampler DiffuseTextureSampler = sampler_state Texture = (DiffuseTexture); ; uniform const texture NormalMapTexture; sampler NormalMapTextureSampler = sampler_state Texture = (NormalMapTexture); ; // Lighting information from the application in the world frame uniform const float3 AmbientLightIntensity; uniform const float3 DirectionalLightDirection; uniform const float3 DirectionalLightDiffuseIntensity; uniform const float3 DirectionalLightSpecularIntensity; // Fog settings uniform const float FogEnabled; uniform const float FogStart; uniform const float FogEnd; uniform const float3 FogColor; struct VertexShaderInput float4 Position float3 Normal float3 Tangent float2 TexCoord ; : POSITION0; : NORMAL0; : TANGENT0; : TEXCOORD0; struct VertexShaderOutput float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float3 Tangent : TEXCOORD2; float3 Pos : TEXCOORD3; ; 3
4 VertexShaderOutput VertexShaderFunction(VertexShaderInput input) VertexShaderOutput output; float4 wp = mul(input.position, World); float4 vp = mul(wp, View); output.position = mul(vp, Projection); output.normal = mul(input.normal, World); output.tangent = mul(input.tangent, World); output.pos.xyz = wp.xyz; output.texcoord = input.texcoord; return output; float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 float4 diffusecolor = DiffuseColor * tex2d(diffusetexturesampler, input.texcoord); float4 ambient = 0.0; ambient.rgb = diffusecolor.rgb * AmbientLightIntensity; float3 Nb = normalize(input.normal); float3 Tb = normalize(input.tangent); float3 Bb = cross(nb, Tb); float3 Nt = 2.0*tex2D(NormalMapTextureSampler, input.texcoord) - 1.0; float3 N = normalize(nt.x*tb + Nt.y*Bb + Nt.z*Nb); float3 L = -DirectionalLightDirection; float3 E = normalize(eyeposition.xyz - input.pos.xyz); float3 H = normalize(l + E); float3 diffuseintensity = DirectionalLightDiffuseIntensity; float Kd = saturate(dot(l, N)); float4 diffuse = float4(kd * diffusecolor.rgb * diffuseintensity, diffusecolor.a); float3 specularintensity = DirectionalLightSpecularIntensity; float f = 1.0; if (Kd == 0.0) f = 0.0; float4 specular = float4(f * specularintensity * pow(saturate(dot(n, H)), SpecularPower) * SpecularColor, 0); float4 color = saturate(ambient + diffuse + specular); float fogfactor = FogEnabled * saturate((length(eyeposition - input.worldposition) FogStart) / (FogEnd - FogStart)); color.rgb = lerp(color.rgb, FogColor, fogfactor); return color; technique Technique1 pass Pass1 VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); 4
5 Consider the HLSL effect above. Explain: (a) In which coordinate system/frame of reference it computes the directions (n, v, l) used by the Blinn-Phong shading equation and in which variables these are stored for the Blinn-Phong shading computation. (b) How the application communicates the material diffuse color, cd, for each fragment of a particular mesh to an instance of the effect, (i.e. list and explain all uniforms and/or vertex buffer channels used for this purpose). (c) In which coordinate system/frame of reference the supplied normal map is expected to be in and what color (by name or color values) a no-op normal map that just passes through the original normal would contain. 7. A 3d scene containing translucent surfaces is more prone to undesired rendering artifacts that scenes with only opaque surfaces. (a) Describe at least two types of rendering artifacts that are likely to occur if the objects of the scene (including semi-translucent surfaces) are rendered, as usual, in an arbitrary order but with alpha-blending on and why they occur. (b) Describe a solution (scene rendering process and/or shader modifications) that improves the situation. Does it solve all rendering artifacts concerning translucent surfaces? Which are solved and which (if any) remain unsolved? What are the additional costs compared to the standard plain approach described in (a)? 5
Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: Tid: 09: Hjälpmedel: Inga hjälpmedel
Computer Graphics Provmoment: Ladokkod: Tentamen ges för: Tentamen NDG011 Systemarkitektprogrammet 7,5 högskolepoäng Namn: (Ifylles av student) Personnummer: (Ifylles av student) Tentamensdatum: 2010-03-02
More informationLab 1 Sample Code. Giuseppe Maggiore
Lab 1 Sample Code Giuseppe Maggiore Preliminaries using Vertex = VertexPositionColor; First we define a shortcut for the type VertexPositionColor. This way we could change the type of Vertices used without
More informationPipeline Operations. CS 4620 Lecture 14
Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives
More informationShaders (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 informationGLSL 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 informationPipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11
Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION
More informationThe Effects Framework. October 31, Composed of the following components:
Game Programming The Effects Framework October 31, 2005 Rendering Effect Composed of the following components: one ore more rendering passes a list of device states a vertex and/or pixel shader Effect
More informationLab 3 Shadow Mapping. Giuseppe Maggiore
Lab 3 Shadow Giuseppe Maggiore Adding Shadows to the Scene First we need to declare a very useful helper object that will allow us to draw textures to the screen without creating a quad vertex buffer //
More informationGLSL 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 informationECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014
ECS 175 COMPUTER GRAPHICS Ken Joy Winter 2014 Shading To be able to model shading, we simplify Uniform Media no scattering of light Opaque Objects No Interreflection Point Light Sources RGB Color (eliminating
More informationC O M P U T E R G R A P H I C S. Computer Graphics. Three-Dimensional Graphics V. Guoying Zhao 1 / 65
Computer Graphics Three-Dimensional Graphics V Guoying Zhao 1 / 65 Shading Guoying Zhao 2 / 65 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material
More informationSupplement 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 informationPipeline Operations. CS 4620 Lecture 10
Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination
More informationCh 10: Game Event Management. Quiz # 4 Discussion
Ch 10: Game Event Management Quiz # 4 Discussion Moving the Camera Toggle between first and third person view Translate object Transformations ò Quaternion: rotation around arbitrary axis ò Advantages
More informationCS 418: Interactive Computer Graphics. Basic Shading in WebGL. Eric Shaffer
CS 48: Interactive Computer Graphics Basic Shading in WebGL Eric Shaffer Some slides adapted from Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 205 Phong Reflectance Model Blinn-Phong
More informationLecture 10: Shading Languages. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)
Lecture 10: Shading Languages Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Review: role of shading languages Renderer handles surface visibility tasks - Examples: clip,
More informationDeferred Rendering Due: Wednesday November 15 at 10pm
CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture
More informationLecture 17: Shading in OpenGL. CITS3003 Graphics & Animation
Lecture 17: Shading in OpenGL CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Introduce the OpenGL shading methods - per vertex shading
More informationSDK White Paper. Vertex Lighting Achieving fast lighting results
SDK White Paper Vertex Lighting Achieving fast lighting results WP-01400-001-v01 July 2004 Abstract Vertex Lighting Vertex lighting is not as accurate as per-pixel lighting. However, it has the advantage
More informationComputer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping
Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:
More informationAdvanced Rendering & Shading
Advanced Rendering & Shading Seminar 3 Advanced Rendering and Shading Pluto Computer room with NVidia 6600 graphics cards All remaining assignment examination slots are in this room Advanced Rendering
More informationTentamen i TDDD82 Säkra mobila system (Systemprogramvara)
Tentamen i TDDD82 Säkra mobila system (Systemprogramvara) 2018-06-08 Inga hjälpmedel är tillåtna. Kom ihåg att svaren på samtliga uppgifter måste MOTIVERAS, och att motiveringarna skall vara uppställda
More informationLessons Learned from HW4. Shading. Objectives. Why we need shading. Shading. Scattering
Lessons Learned from HW Shading CS Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Only have an idle() function if something is animated Set idle function to NULL, when
More informationIntroduction to Programmable GPUs CPSC 314. Real Time Graphics
Introduction to Programmable GPUs CPSC 314 Introduction to GPU Programming CS314 Gordon Wetzstein, 02/2011 Real Time Graphics Introduction to GPU Programming CS314 Gordon Wetzstein, 02/2011 1 GPUs vs CPUs
More informationX. GPU Programming. Jacobs University Visualization and Computer Graphics Lab : Advanced Graphics - Chapter X 1
X. GPU Programming 320491: Advanced Graphics - Chapter X 1 X.1 GPU Architecture 320491: Advanced Graphics - Chapter X 2 GPU Graphics Processing Unit Parallelized SIMD Architecture 112 processing cores
More informationShaders Part II. Traditional Rendering Pipeline
Shaders Part II Doron Nussbaum Doron Nussbaum COMP 3501 - Shaders Part II 1 Traditional Rendering Pipeline Traditional pipeline (older graphics cards) restricts developer to texture and the 3-term lighting
More informationShader Programming CgFX, OpenGL 2.0. Michael Haller 2003
Shader Programming CgFX, OpenGL 2.0 Michael Haller 2003 Outline What is CgFX? CgFX runtime Production pipeline with CgFX CgFX Tools set OpenGL 2.0 What is CgFX? CgFX (C for Graphics Effekt File) Supports
More informationCS 464 Review. Review of Computer Graphics for Final Exam
CS 464 Review Review of Computer Graphics for Final Exam Goal: Draw 3D Scenes on Display Device 3D Scene Abstract Model Framebuffer Matrix of Screen Pixels In Computer Graphics: If it looks right then
More informationObjectives 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 informationDirectX Programming #4. Kang, Seongtae Computer Graphics, 2009 Spring
DirectX Programming #4 Kang, Seongtae Computer Graphics, 2009 Spring Programmable Shader For recent hardwares, vertex and pixel processing stage of the graphics pipeline is programmable Programmable Vertex
More informationBasics of GPU-Based Programming
Module 1: Introduction to GPU-Based Methods Basics of GPU-Based Programming Overview Rendering pipeline on current GPUs Low-level languages Vertex programming Fragment programming High-level shading languages
More informationLighting and Shading II. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015
Lighting and Shading II 1 Objectives Continue discussion of shading Introduce modified Phong model Consider computation of required vectors 2 Ambient Light Ambient light is the result of multiple interactions
More informationComputer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping
Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Normal Mapping Store normals in texture
More informationCould you make the XNA functions yourself?
1 Could you make the XNA functions yourself? For the second and especially the third assignment, you need to globally understand what s going on inside the graphics hardware. You will write shaders, which
More informationProgramming Graphics Hardware
Programming Graphics Hardware Computer Graphics, VT 2013 Lecture 10 Johan Nysjö Centre for Image analysis Swedish University of Agricultural Sciences Uppsala University Recap: The fixed-function OpenGL
More information9. Illumination and Shading
9. Illumination and Shading Approaches for visual realism: - Remove hidden surfaces - Shade visible surfaces and reproduce shadows - Reproduce surface properties Texture Degree of transparency Roughness,
More informationIllumination & Shading: Part 1
Illumination & Shading: Part 1 Light Sources Empirical Illumination Shading Local vs Global Illumination Lecture 10 Comp 236 Spring 2005 Computer Graphics Jargon: Illumination Models Illumination - the
More informationEDAF80 Introduction to Computer Graphics. Seminar 3. Shaders. Michael Doggett. Slides by Carl Johan Gribel,
EDAF80 Introduction to Computer Graphics Seminar 3 Shaders Michael Doggett 2017 Slides by Carl Johan Gribel, 2010-13 Today OpenGL Shader Language (GLSL) Shading theory Assignment 3: (you guessed it) writing
More informationCGT520 Lighting. Lighting. T-vertices. Normal vector. Color of an object can be specified 1) Explicitly as a color buffer
CGT520 Lighting Lighting Color of an object can be specified 1) Explicitly as a color buffer Bedrich Benes, Ph.D. Purdue University Department of Computer Graphics 2) Implicitly from the illumination model.
More informationShader Programming 1. Examples. Vertex displacement mapping. Daniel Wesslén 1. Post-processing, animated procedural textures
Shader Programming 1 Examples Daniel Wesslén, dwn@hig.se Per-pixel lighting Texture convolution filtering Post-processing, animated procedural textures Vertex displacement mapping Daniel Wesslén 1 Fragment
More informationHidden Surfaces II. Week 9, Mon Mar 15
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Hidden Surfaces II Week 9, Mon Mar 15 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 ews yes, I'm granting the request
More informationCS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.
CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be
More informationEvolution of GPUs Chris Seitz
Evolution of GPUs Chris Seitz Overview Concepts: Real-time rendering Hardware graphics pipeline Evolution of the PC hardware graphics pipeline: 1995-1998: Texture mapping and z-buffer 1998: Multitexturing
More informationTeaching a Modern Graphics Pipeline Using a Shader-based Software Renderer
Teaching a Modern Graphics Pipeline Using a Shader-based Software Renderer Heinrich Fink 1 Thomas Weber 1 Michael Wimmer 1 1 Institute of Computer Graphics and Algorithms, Vienna University of Technology
More informationShader Programming and Graphics Hardware
Shader Programming and Graphics Hardware Marries van de Hoef Graphics 2012/2013, 4 th quarter 1 Practicals The first assignment was about the basics What is going on behind the XNA functions? The second
More informationhttps://ilearn.marist.edu/xsl-portal/tool/d4e4fd3a-a3...
Assessment Preview - This is an example student view of this assessment done Exam 2 Part 1 of 5 - Modern Graphics Pipeline Question 1 of 27 Match each stage in the graphics pipeline with a description
More information3D Authoring Tool BS Content Studio supports Deferred Rendering for improved visual quality
3D Authoring Tool BS Content Studio supports Deferred Rendering for improved visual quality Oliver Neubauer Project Manager 02.07.2013 BS Content Studio BS Content Studio manages hundreds of lights WYSIWYG
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationCS 498 VR. Lecture 19-4/9/18. go.illinois.edu/vrlect19
CS 498 VR Lecture 19-4/9/18 go.illinois.edu/vrlect19 Review from previous lectures Image-order Rendering and Object-order Rendering Image-order Rendering: - Process: Ray Generation, Ray Intersection, Assign
More informationOverview. Shading. Shading. Why we need shading. Shading Light-material interactions Phong model Shading polygons Shading in OpenGL
Overview Shading Shading Light-material interactions Phong model Shading polygons Shading in OpenGL Why we need shading Suppose we build a model of a sphere using many polygons and color it with glcolor.
More informationSébastien Dominé, NVIDIA. CgFX
Sébastien Dominé, NVIDIA CgFX Overview What is CgFX? CgFX runtime Production pipeline with CgFX CgFX Tools set Demo What is CgFX? Supports Microsoft.fx files Cg plus: Multi-pass Hardware fallbacks (techniques)
More informationCS GPU and GPGPU Programming Lecture 3: GPU Architecture 2. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 3: GPU Architecture 2 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable Pipeline) GPU
More informationShaders in Eve Online Páll Ragnar Pálsson
Shaders in Eve Online Páll Ragnar Pálsson EVE Online Eve Online Trinity First released 2003 Proprietary graphics engine DirectX 9 (DX11 on its way) Shader Model 3 (4 & 5 in development) HLSL Turning this
More informationIllumination & Shading
Illumination & Shading Goals Introduce the types of light-material interactions Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware Why we need Illumination
More informationCS 4620 Program 3: Pipeline
CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.
More informationCS GPU and GPGPU Programming Lecture 3: GPU Architecture 2. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 3: GPU Architecture 2 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 9) Read (required): GLSL book, chapter 4 (The OpenGL Programmable Pipeline) GPU
More informationImplementing Fog in Direct3D Douglas Rogers NVIDIA Corportaion
Implementing Fog in Direct3D Douglas Rogers NVIDIA Corportaion drogers@nvidia.com Fog is a special effect that is used to blend a scene into a predefined color to give the impression that "fog" is present
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world
More informationOpenGL Lighting Computer Graphics Spring Frank Palermo
OpenGL Lighting 15-462 Computer Graphics Spring 2009 Frank Palermo OpenGL is just a bunch of hacks. -Adrien Treuille What Adrien Means... What Adrien means is that OpenGL was designed to produce reasonable-looking
More informationProgramming Graphics Hardware
Tutorial 5 Programming Graphics Hardware Randy Fernando, Mark Harris, Matthias Wloka, Cyril Zeller Overview of the Tutorial: Morning 8:30 9:30 10:15 10:45 Introduction to the Hardware Graphics Pipeline
More informationCS452/552; EE465/505. Lighting & Shading
CS452/552; EE465/505 Lighting & Shading 2-17 15 Outline! More on Lighting and Shading Read: Angel Chapter 6 Lab2: due tonight use ASDW to move a 2D shape around; 1 to center Local Illumination! Approximate
More informationProgrammable Graphics Hardware
CSCI 480 Computer Graphics Lecture 14 Programmable Graphics Hardware [Ch. 9] March 2, 2011 Jernej Barbic University of Southern California OpenGL Extensions Shading Languages Vertex Program Fragment Program
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 informationComp 410/510 Computer Graphics. Spring Shading
Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather
More informationTENTAMEN Luleå tekniska universitet
TENTAMEN Luleå tekniska universitet Kurskod: D0013E Kursnamn: Mikrodatorteknik Tentamensdatum: 2014-10-29 Skrivtid: 4 timmar Tillåtna hjälpmedel: Jourhavande lärare m fullständigt telefonnr: Per Lindgren
More informationThree-Dimensional Graphics V. Guoying Zhao 1 / 55
Computer Graphics Three-Dimensional Graphics V Guoying Zhao 1 / 55 Shading Guoying Zhao 2 / 55 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material
More informationIllumination and Shading
Illumination and Shading Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/14/07 1 From last time Texture mapping overview notation wrapping Perspective-correct interpolation Texture
More informationSign up for crits! Announcments
Sign up for crits! Announcments Reading for Next Week FvD 16.1-16.3 local lighting models GL 5 lighting GL 9 (skim) texture mapping Modern Game Techniques CS248 Lecture Nov 13 Andrew Adams Overview The
More informationIntroduction to Programmable GPUs CPSC 314. Introduction to GPU Programming CS314 Gordon Wetzstein, 09/03/09
Introduction to Programmable GPUs CPSC 314 News Homework: no new homework this week (focus on quiz prep) Quiz 2 this Friday topics: everything after transformations up until last Friday's lecture questions
More informationOpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.
OpenGl Pipeline Individual Vertices Transformed Vertices Commands Processor Per-vertex ops Primitive assembly triangles, lines, points, images Primitives Fragments Rasterization Texturing Per-fragment
More information-=Bui Tuong Phong's Lighting=- University of Utah, but with shaders. Anton Gerdelan Trinity College Dublin
-=Bui Tuong Phong's Lighting=- University of Utah, 1973 but with shaders Anton Gerdelan Trinity College Dublin Before we do anything - normals Q. What does a normal do? Q. How do we usually calculate them?
More informationComputer Graphics with OpenGL ES (J. Han) Chapter 6 Fragment shader
Computer Graphics with OpenGL ES (J. Han) Chapter 6 Fragment shader Vertex and Fragment Shaders The inputs to the fragment shader Varyings: The per-vertex output variables produced by the vertex shader
More information12.2 Programmable Graphics Hardware
Fall 2018 CSCI 420: Computer Graphics 12.2 Programmable Graphics Hardware Kyle Morgenroth http://cs420.hao-li.com 1 Introduction Recent major advance in real time graphics is the programmable pipeline:
More informationWHY WE NEED SHADING. Suppose we build a model of a sphere using many polygons and color it with glcolor. We get something like.
LIGHTING 1 OUTLINE Learn to light/shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build a simple reflection model---the Phong model--- that can
More informationUnderwater Manager (Optional)
Underwater Shaders - Version 1.5 Thank you for purchasing Underwater Shaders! Underwater Manager (Optional) The Underwater Manager prefab can be dragged into your scene. It is a simple game object with
More information2.11 Particle Systems
2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced
More informationPrinciples of Computer Graphics. Lecture 3 1
Lecture 3 Principles of Computer Graphics Lecture 3 1 Why we learn computer graphics? Appreciate what we see The knowledge can applied when we want to develop specific engineering program that requires
More informationModule Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1
UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are
More informationComputer Graphics Coursework 1
Computer Graphics Coursework 1 Deadline Deadline: 4pm, 24/10/2016 4pm 23/10/2015 Outline The aim of the coursework is to modify the vertex and fragment shaders in the provided OpenGL framework to implement
More informationCS 4620 Midterm, March 21, 2017
CS 460 Midterm, March 1, 017 This 90-minute exam has 4 questions worth a total of 100 points. Use the back of the pages if you need more space. Academic Integrity is expected of all students of Cornell
More informationOrthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015
Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather
More informationThe Rasterizer Stage. Texturing, Lighting, Testing and Blending
1 The Rasterizer Stage Texturing, Lighting, Testing and Blending 2 Triangle Setup, Triangle Traversal and Back Face Culling From Primitives To Fragments Post Clipping 3 In the last stages of the geometry
More informationDeferred rendering using Compute shaders
Deferred rendering using Compute shaders A comparative study using shader model 4.0 and 5.0 Benjamin Golba 1 P a g e This thesis is submitted to the Department of Interaction and System Design at Blekinge
More informationCS 130 Final. Fall 2015
CS 130 Final Fall 2015 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 informationCS4621/5621 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 informationInteractive Methods in Scientific Visualization
Interactive Methods in Scientific Visualization GPU Volume Raycasting Christof Rezk-Salama University of Siegen, Germany Volume Rendering in a Nutshell Image Plane Eye Data Set Back-to-front iteration
More informationCS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside
CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute
More informationComputer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model
Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting
More informationCS559 Computer Graphics Fall 2015
CS559 Computer Graphics Fall 2015 Practice Midterm Exam Time: 2 hrs 1. [XX Y Y % = ZZ%] MULTIPLE CHOICE SECTION. Circle or underline the correct answer (or answers). You do not need to provide a justification
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 informationCS195V Week 9. GPU Architecture and Other Shading Languages
CS195V Week 9 GPU Architecture and Other Shading Languages GPU Architecture We will do a short overview of GPU hardware and architecture Relatively short journey into hardware, for more in depth information,
More informationWhy we need shading?
Why we need shading? Suppose we build a model of a sphere using many polygons and color it with glcolor. We get something like But we want Light-material interactions cause each point to have a different
More informationOptimal Shaders Using High-Level Languages
Optimal Shaders Using High-Level Languages The Good, The Bad, The Ugly All high level languages provide significant power and flexibility that: Make writing shaders easy Make writing slow shaders easy
More informationGraphics Hardware. Graphics Processing Unit (GPU) is a Subsidiary hardware. With massively multi-threaded many-core. Dedicated to 2D and 3D graphics
Why GPU? Chapter 1 Graphics Hardware Graphics Processing Unit (GPU) is a Subsidiary hardware With massively multi-threaded many-core Dedicated to 2D and 3D graphics Special purpose low functionality, high
More informationObjectives. Introduce Phong model Introduce modified Phong model Consider computation of required vectors Discuss polygonal shading.
Shading II 1 Objectives Introduce Phong model Introduce modified Phong model Consider computation of required vectors Discuss polygonal shading Flat Smooth Gouraud 2 Phong Lighting Model A simple model
More informationObjectives. Introduce the OpenGL shading Methods 1) Light and material functions on MV.js 2) per vertex vs per fragment shading 3) Where to carry out
Objectives Introduce the OpenGL shading Methods 1) Light and material functions on MV.js 2) per vertex vs per fragment shading 3) Where to carry out 1 Steps in OpenGL shading Enable shading and select
More informationProjections and Hardware Rendering. Brian Curless CSE 557 Fall 2014
Projections and Hardware Rendering Brian Curless CSE 557 Fall 2014 1 Reading Required: Shirley, Ch. 7, Sec. 8.2, Ch. 18 Further reading: Foley, et al, Chapter 5.6 and Chapter 6 David F. Rogers and J. Alan
More informationShader Series Primer: Fundamentals of the Programmable Pipeline in XNA Game Studio Express
Shader Series Primer: Fundamentals of the Programmable Pipeline in XNA Game Studio Express Level: Intermediate Area: Graphics Programming Summary This document is an introduction to the series of samples,
More informationBlender Scripting COSC450. Material for Assignment 1
Blender Scripting COSC450 Material for Assignment 1 Blender Blender is a free 3D graphics package I 3D object modelling I Materials and lighting I Animation and simulation I Video editing and compositing
More informationIllumination and Shading
Illumination and Shading Illumination (Lighting)! Model the interaction of light with surface points to determine their final color and brightness! The illumination can be computed either at vertices or
More information