CS179: GPU Programming Recitation 5: Rendering Fractals

Size: px
Start display at page:

Download "CS179: GPU Programming Recitation 5: Rendering Fractals"

Transcription

1 CS179: GPU Programming Recitation 5: Rendering Fractals

2 Rendering Fractals Volume data vs. texture memory Creating and using CUDA arrays Using PBOs for screen output Quaternion Julia Sets Rendering volume data

3 Volume Data Stored in global memory Can be accessed only as linear memory No texturing pipeline features available But, only form of global writeable data Allocate arbitrary linear memory using cudamalloc

4 Texture Memory CUDA arrays allocated in texture memory Then declare texture in device: use cudamalloc3darray for correct pitch texture<float, 3, readmodeelementtype> tex; <type, dimensions, readmode> type = cudareadmodeelementtype cudareadmodenormalizedfloat Access using tex3d: tex3d(tex, s, t, p);

5 Textures Can set properties of existing tex object: tex.normalized = true; tex.filtermode = cudafiltermodelinear; tex.addressmode[i] = cudaaddressmodeclamp; Basically, same settings as OpenGL Then, bind tex using Malloc3D's array: cudabindtexturetoarray No need to bind/unbind for each use Usually have at least 8 texture lines available Probably wont need more than one anyway...

6 Using PBOs How to actually render using CUDA? PBO: pixel buffer object A PBO handles pixels like VBOs handle vertices OpenGL allocates it as a region of global memory So, it can be mapped via cudaglmapbufferobject written to by CUDA bound using glbindbufferarb GL_PIXEL_UNPACK_BUFFER_ARB then drawn to screen with gldrawpixels

7 Lab 5 Rendering quaternion Julia sets Not as complicated as it sounds: Calculate volume fractal using equation Copy over to texture memory Volume render Only recalculate when necessary But first.. what is a quaternion Julia set?

8 Fractals Self-similar, recursive sets Became popular in mid-late 1900s with the evolution of graphics Difficult before graphics due to infinite detail Graphics made visualizing them possible Mandlebrot used fractals to try and estimate coastlines..

9 The Mandlebrot Set

10 The Mandlebrot Set zn+1 = zn2+c

11 The Mandlebrot Set Defined by iterative complex equation: zn+1 = zn2 + c c is a pixel coord on the complex plane x-axis = real axis, y axis = imaginary axis z0 = 0 Three possible results depending on c: Converge to 0 (black space) Stays in finite orbit (boundary) Escapes to infinity

12 The Mandlebrot Set Typically computed by iterating z and checking if it escapes some magnitude (~2) Can color based on rate of escape Typically iterations is enough to tell behavior of z Used to take seconds to render set on CPU See SDK for real-time program

13 Julia Set Each point of the Mandlebrot set has a corresponding Julia set: Iterate z2 + c, but z0 is some pixel

14

15

16

17 Julia Sets Calculated in the same way as Mandlebrot sets We don't really have a practical application for these.. But they look really pretty! And they're parallelizable, so we'll work with them

18 Quaternion Julia Sets We could do 2D Julia sets.. But 4D ones are more exciting! The iterative process is the same, except now we use Quaternions.

19 Quaternions Extension to the real numbers: 2 2 i = j =k ij=k jk =i ki= j 2 =ijk = 1 ji= k kj= i ik = j Very applicable in CG for 3D rotations, visualizations, etc..

20 Quaternion Julia Sets So, we can create a 4D set, but how do we render in 3D? Projection!

21 Projection We can take 2D slices of a 3D object Think MRI scan Same idea: we take 3D volume slices of a 4D object Imagine a 3D object that morphs over time The object at one instance of time is our 3D slice These 3D slices are what we render So, we have three parameters now: z0, c, and the slicing plane

22 Quaternions in Lab 5 Quaternion multiplication provided: pos_to_quat mul_quat, sqr_quat Given a plane as a parameter, converts a 3D position to a quaternion We'll store quaternions as float4's cutil_math.h provides vector math (dot, cross, etc.) and operator definitions (float4 * float, etc.)

23 Rendering Transform each point in volume texture to quaternion Iterate the Julia fractal equation Store whether point is in set or how fast it escapes Then, use normal volume rendering techniques raytracing.. remember lab2? Raytracing might not work perfectly.. Julia sets have infinite detail, so some parts are infinitely thin

24 Julia Distance Function There is a distance estimator function for Julia Sets Gives lower bound on the distance to the set from any point in space Iterate section equation simultaneously with Julia set equation: zn' = 2znzn' Then, the distance is estimated by: z n d ( z)= log z n 2 z n '

25 Julia Distance Function We can actually just render this function! Distance function is smooth, so we can render the isosurface of it More iterations improve the estimate

26 Julia Distance Function How to use it: Iterate z'n+1= 2znzn' and zn+1= zn2 + c with provided c and z0 Can stop iterating once zn escapes ( zn 2 > ~20) or reach maximum number of iterations Return distance on previous slide

27 Better Rendering Fill in volume data with value of distance function at each point Copy to volume texture Step along projected ray and render when you hit isosurface (value < epsilon) This is pretty fast when parallelized like lab 2

28 Best Rendering But we can speed this up! We have a distance estimator If we estimate we are 0.5 units away, no need to step ray by Step by a * d(z) a is just some constant works well Will this cause thread divergence? Not really, threads that finish early will just wait Note: These distances are in 4D

29 Drawing Isosurface Stop stepping along the ray when we hit surface, and render something In order to do lighting, we'll want the normal For a smooth scalar field, the normal is the gradient of the field at that point Compute gradient from volume texture? No, this will be blocky Instead, compute gradient via more juliadist calls

30 Computing Normals Theoretically, this should work.. But in practice, it doesn't work too well Can also arbitrarily choose axes for gradient computation, then calculate tangent and binormal, then normal = tangent x binormal Still, not too great, but better This is optional, you can just do the gradient, it's much easier

31 Lab 5 What you need to do: On the host: Execute kernels Copy global memory to texture memory Look up necessary functions in CUDA manuals Set symbols in graphics memory On the device: Julia distance estimator function Fractal computation kernel Volume rendering kernel Let the TODOs guide you, as usual

32 Important Note on Registers Volume rendering calls JuliaDist, intersectbox, computes normals, etc. Easy to run out of register memory So, be careful and put things into functions if you don't need them later (helps compiler) Might also want to use less than 512 threads per block

33 Lab 5 What's given to you: Volume render ray is set up Steps along ray at constant interval and accumulates from 3D texture Change this to have a dynamic interval and stop when we hit isosurface

34 Lab 5 Organize your volume cube with threads running in the lowest dimension and a 2D grid for the other 2 dimensions to make indexing easier See globally defined dim3s The space extends in ±2.0 in each direction (for converting indices to positions) 1 thread per element is probably fastest, but feel free to experiment with loops

35 Memory Coalescing If you compute the index within the block as: i = x + width*y + width*height*z then write to output[i] threads run along x, therefore coalesced Non-coalesced case: x swapped with one of the other dimensions Test both coalesced and non-coalesced speeds, write results into README

36 Cool stuff: Color it however you want You should compute normals Color it as a function of something: normals position in space etc.. Could experiment with different functions, like z3 + c (mention it in README)

37 Cool Stuff Extra credit: Raytrace for shadows? Adaptive Detailing: render using lower epsilon if we're closer to camera

38 Final Notes We could just raytrace entire set also pretty fast This way teaches us a little about memory Raytracing also fairly simple Just call JuliaDist in volume rendering function instead of sampling texture But, sampling textures is still faster We get more threads this way (O(n3) instead of O(n2))

CMPSCI 691AD General Purpose Computation on the GPU

CMPSCI 691AD General Purpose Computation on the GPU CMPSCI 691AD General Purpose Computation on the GPU Spring 2009 Lecture 5: Quantitative Analysis of Parallel Algorithms Rui Wang (cont. from last lecture) Device Management Context Management Module Management

More information

Textures & Surfaces CUDA Webinar Gernot Ziegler, Developer Technology (Compute)

Textures & Surfaces CUDA Webinar Gernot Ziegler, Developer Technology (Compute) Textures & Surfaces CUDA Webinar Gernot Ziegler, Developer Technology (Compute) Outline Intro to Texturing and Texture Unit CUDA Array Storage Textures in CUDA C (Setup, Binding Modes, Coordinates) Texture

More information

Assignment 6: Ray Tracing

Assignment 6: Ray Tracing Assignment 6: Ray Tracing Programming Lab Due: Monday, April 20 (midnight) 1 Introduction Throughout this semester you have written code that manipulated shapes and cameras to prepare a scene for rendering.

More information

Advanced Topics in CUDA C

Advanced Topics in CUDA C Advanced Topics in CUDA C S. Sundar and M. Panchatcharam August 9, 2014 S. Sundar and M. Panchatcharam ( IIT Madras, ) Advanced CUDA August 9, 2014 1 / 36 Outline 1 Julia Set 2 Julia GPU 3 Compilation

More information

Vector Addition on the Device: main()

Vector Addition on the Device: main() Vector Addition on the Device: main() #define N 512 int main(void) { int *a, *b, *c; // host copies of a, b, c int *d_a, *d_b, *d_c; // device copies of a, b, c int size = N * sizeof(int); // Alloc space

More information

B. Tech. Project Second Stage Report on

B. Tech. Project Second Stage Report on B. Tech. Project Second Stage Report on GPU Based Active Contours Submitted by Sumit Shekhar (05007028) Under the guidance of Prof Subhasis Chaudhuri Table of Contents 1. Introduction... 1 1.1 Graphic

More information

Introduction to 3D Graphics

Introduction to 3D Graphics Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is

More information

Homework #2. Shading, Projections, Texture Mapping, Ray Tracing, and Bezier Curves

Homework #2. Shading, Projections, Texture Mapping, Ray Tracing, and Bezier Curves Computer Graphics Instructor: Brian Curless CSEP 557 Autumn 2016 Homework #2 Shading, Projections, Texture Mapping, Ray Tracing, and Bezier Curves Assigned: Wednesday, Nov 16 th Due: Wednesday, Nov 30

More information

Homework #2. Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves

Homework #2. Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves Computer Graphics Instructor: Brian Curless CSE 457 Spring 2013 Homework #2 Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves Assigned: Sunday, May 12 th Due: Thursday,

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

CS179 GPU Programming Recitation 4: CUDA Particles

CS179 GPU Programming Recitation 4: CUDA Particles Recitation 4: CUDA Particles Lab 4 CUDA Particle systems Two parts Simple repeat of Lab 3 Interacting Flocking simulation 2 Setup Two folders given particles_simple, particles_interact Must install NVIDIA_CUDA_SDK

More information

Point based Rendering

Point based Rendering Point based Rendering CS535 Daniel Aliaga Current Standards Traditionally, graphics has worked with triangles as the rendering primitive Triangles are really just the lowest common denominator for surfaces

More information

Practical 2: Ray Tracing

Practical 2: Ray Tracing 2017/2018, 4th quarter INFOGR: Graphics Practical 2: Ray Tracing Author: Jacco Bikker The assignment: The purpose of this assignment is to create a small Whitted-style ray tracer. The renderer should be

More information

About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS.

About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. Phoenix FD core SIMULATION & RENDERING. SIMULATION CORE - GRID-BASED

More information

CS 179: GPU Programming

CS 179: GPU Programming CS 179: GPU Programming Introduction Lecture originally written by Luke Durant, Tamas Szalay, Russell McClellan What We Will Cover Programming GPUs, of course: OpenGL Shader Language (GLSL) Compute Unified

More information

Raytracing 4D fractals, visualizing the four dimensional properties of the Julia set

Raytracing 4D fractals, visualizing the four dimensional properties of the Julia set Raytracing 4D fractals, visualizing the four dimensional properties of the Julia set Torkel Ödegaard Institute of Computer Science Mälardalen University Vitmårargatan 5c 722 26 Västerås, Sweden tod00001@student.mdh.se

More information

CS179: GPU Programming. Lecture 7: Lab 3 Recitation

CS179: GPU Programming. Lecture 7: Lab 3 Recitation CS179: GPU Programming Lecture 7: Lab 3 Recitation Today Miscellaneous CUDA syntax Recap on CUDA and buffers Shared memory for an N-body simulation Flocking simulations Integrators CUDA Kernels Launching

More information

Quaternion Rotations AUI Course Denbigh Starkey

Quaternion Rotations AUI Course Denbigh Starkey Major points of these notes: Quaternion Rotations AUI Course Denbigh Starkey. What I will and won t be doing. Definition of a quaternion and notation 3 3. Using quaternions to rotate any point around an

More information

Master Thesis Accelerating Image Registration on GPUs

Master Thesis Accelerating Image Registration on GPUs Master Thesis Accelerating Image Registration on GPUs A proof of concept migration of FAIR to CUDA Sunil Ramgopal Tatavarty Prof. Dr. Ulrich Rüde Dr.-Ing.Harald Köstler Lehrstuhl für Systemsimulation Universität

More information

Fractal Dimension of Julia Sets

Fractal Dimension of Julia Sets Fractal Dimension of Julia Sets Claude Heiland-Allen claude@mathr.co.uk March 6, 2015 Fractal Dimension of Julia Sets Fractal Dimension How Long is a Coast? Box-Counting Dimension Examples Fractal Dimension

More information

Quaternions & Rotation in 3D Space

Quaternions & Rotation in 3D Space Quaternions & Rotation in 3D Space 1 Overview Quaternions: definition Quaternion properties Quaternions and rotation matrices Quaternion-rotation matrices relationship Spherical linear interpolation Concluding

More information

Rendering Objects. Need to transform all geometry then

Rendering Objects. Need to transform all geometry then Intro to OpenGL Rendering Objects Object has internal geometry (Model) Object relative to other objects (World) Object relative to camera (View) Object relative to screen (Projection) Need to transform

More information

The feature set you are required to implement in your ray tracer is as follows (by order from easy to hard):

The feature set you are required to implement in your ray tracer is as follows (by order from easy to hard): Ray Tracing exercise TAU, Computer Graphics, 0368.3014, semester B Go to the Updates and FAQ Page Overview The objective of this exercise is to implement a ray casting/tracing engine. Ray tracing is a

More information

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on

More information

CS 463 Project 1 Imperative/OOP Fractals

CS 463 Project 1 Imperative/OOP Fractals CS 463 Project 1 Imperative/OOP Fractals The goal of a couple of our projects is to compare a simple project across different programming paradigms. This semester, we will calculate the Mandelbrot Set

More information

Game Architecture. 2/19/16: Rasterization

Game Architecture. 2/19/16: Rasterization Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world

More information

Direct Rendering of Trimmed NURBS Surfaces

Direct Rendering of Trimmed NURBS Surfaces Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended

More information

Using GPUs. Visualization of Complex Functions. September 26, 2012 Khaldoon Ghanem German Research School for Simulation Sciences

Using GPUs. Visualization of Complex Functions. September 26, 2012 Khaldoon Ghanem German Research School for Simulation Sciences Visualization of Complex Functions Using GPUs September 26, 2012 Khaldoon Ghanem German Research School for Simulation Sciences Outline GPU in a Nutshell Fractals - A Simple Fragment Shader Domain Coloring

More information

Information Coding / Computer Graphics, ISY, LiTH. CUDA memory! ! Coalescing!! Constant memory!! Texture memory!! Pinned memory 26(86)

Information Coding / Computer Graphics, ISY, LiTH. CUDA memory! ! Coalescing!! Constant memory!! Texture memory!! Pinned memory 26(86) 26(86) Information Coding / Computer Graphics, ISY, LiTH CUDA memory Coalescing Constant memory Texture memory Pinned memory 26(86) CUDA memory We already know... Global memory is slow. Shared memory is

More information

Chapter 17: The Truth about Normals

Chapter 17: The Truth about Normals Chapter 17: The Truth about Normals What are Normals? When I first started with Blender I read about normals everywhere, but all I knew about them was: If there are weird black spots on your object, go

More information

Overview. By end of the week:

Overview. By end of the week: Overview By end of the week: - Know the basics of git - Make sure we can all compile and run a C++/ OpenGL program - Understand the OpenGL rendering pipeline - Understand how matrices are used for geometric

More information

Interactive Methods in Scientific Visualization

Interactive 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 information

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without

More 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

Optimisation. CS7GV3 Real-time Rendering

Optimisation. CS7GV3 Real-time Rendering Optimisation CS7GV3 Real-time Rendering Introduction Talk about lower-level optimization Higher-level optimization is better algorithms Example: not using a spatial data structure vs. using one After that

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms. CSE 781 Winter Han-Wei Shen Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

More information

The Graphics Pipeline

The Graphics Pipeline The Graphics Pipeline Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel Ray Tracing: Why Slow? Basic ray tracing: 1 ray/pixel But you really want shadows, reflections, global illumination, antialiasing

More information

Fractals. Investigating task farms and load imbalance

Fractals. Investigating task farms and load imbalance Fractals Investigating task farms and load imbalance Reusing this material This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/deed.en_us

More information

Could you make the XNA functions yourself?

Could 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 information

Volume Illumination, Contouring

Volume Illumination, Contouring Volume Illumination, Contouring Computer Animation and Visualisation Lecture 0 tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour School of Informatics Contouring Scaler Data Overview -

More information

CS 4620 Program 3: Pipeline

CS 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 information

Who has worked on a voxel engine before? Who wants to? My goal is to give the talk I wish I would have had before I started on our procedural engine.

Who has worked on a voxel engine before? Who wants to? My goal is to give the talk I wish I would have had before I started on our procedural engine. 1 Who has worked on a voxel engine before? Who wants to? My goal is to give the talk I wish I would have had before I started on our procedural engine. Three parts to this talk. A lot of content, so I

More information

Fractals exercise. Investigating task farms and load imbalance

Fractals exercise. Investigating task farms and load imbalance Fractals exercise Investigating task farms and load imbalance Reusing this material This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License. http://creativecommons.org/licenses/by-nc-sa/4.0/deed.en_us

More information

What are advanced filters? Lecture 19 Write Your Own ITK Filters, Part2. Different output size. Details, details. Changing the input requested region

What are advanced filters? Lecture 19 Write Your Own ITK Filters, Part2. Different output size. Details, details. Changing the input requested region What are advanced filters? Lecture 19 Write Your Own ITK Filters, Part2 More than one input Support progress methods Output image is a different size than input Multi-threaded Methods in Medical Image

More information

Clipping. CSC 7443: Scientific Information Visualization

Clipping. CSC 7443: Scientific Information Visualization Clipping Clipping to See Inside Obscuring critical information contained in a volume data Contour displays show only exterior visible surfaces Isosurfaces can hide other isosurfaces Other displays can

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

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into 2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel

More information

Volume Shadows Tutorial Nuclear / the Lab

Volume Shadows Tutorial Nuclear / the Lab Volume Shadows Tutorial Nuclear / the Lab Introduction As you probably know the most popular rendering technique, when speed is more important than quality (i.e. realtime rendering), is polygon rasterization.

More information

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves

0. 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 information

Shadows in the graphics pipeline

Shadows in the graphics pipeline Shadows in the graphics pipeline Steve Marschner Cornell University CS 569 Spring 2008, 19 February There are a number of visual cues that help let the viewer know about the 3D relationships between objects

More information

The exam begins at 2:40pm and ends at 4:00pm. You must turn your exam in when time is announced or risk not having it accepted.

The exam begins at 2:40pm and ends at 4:00pm. You must turn your exam in when time is announced or risk not having it accepted. CS 184: Foundations of Computer Graphics page 1 of 10 Student Name: Class Account Username: Instructions: Read them carefully! The exam begins at 2:40pm and ends at 4:00pm. You must turn your exam in when

More information

Assignment 2 Ray Tracing

Assignment 2 Ray Tracing Assignment 2 Ray Tracing Overview The concept of ray tracing: a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters

More information

Midterm Exam! CS 184: Foundations of Computer Graphics! page 1 of 13!

Midterm Exam! CS 184: Foundations of Computer Graphics! page 1 of 13! Midterm Exam! CS 184: Foundations of Computer Graphics! page 1 of 13! Student Name:!! Class Account Username:! Instructions: Read them carefully!! The exam begins at 1:10pm and ends at 2:30pm. You must

More information

CUDA GPGPU. Ivo Ihrke Tobias Ritschel Mario Fritz

CUDA GPGPU. Ivo Ihrke Tobias Ritschel Mario Fritz CUDA GPGPU Ivo Ihrke Tobias Ritschel Mario Fritz Today 3 Topics Intro to CUDA (NVIDIA slides) How is the GPU hardware organized? What is the programming model? Simple Kernels Hello World Gaussian Filtering

More information

Visualization Computer Graphics I Lecture 20

Visualization Computer Graphics I Lecture 20 15-462 Computer Graphics I Lecture 20 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 15, 2003 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

COMP 175 COMPUTER GRAPHICS. Ray Casting. COMP 175: Computer Graphics April 26, Erik Anderson 09 Ray Casting

COMP 175 COMPUTER GRAPHICS. Ray Casting. COMP 175: Computer Graphics April 26, Erik Anderson 09 Ray Casting Ray Casting COMP 175: Computer Graphics April 26, 2018 1/41 Admin } Assignment 4 posted } Picking new partners today for rest of the assignments } Demo in the works } Mac demo may require a new dylib I

More information

18) The perpendiculars slices not intersecting origo

18) The perpendiculars slices not intersecting origo 18) The perpendiculars slices not intersecting origo In the last article regarding cubic parameter space, we had a look at those special 2D-slices of the six perpendicular systems which intersect origo.

More information

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 FTF-AUT-F0348 Hugo Osornio Luis Olea A P R. 2 0 1 4 TM External Use Agenda Back to the Basics! What is a GPU?

More information

Class. Windows and CUDA : Shu Guo. Program from last time: Constant memory

Class. Windows and CUDA : Shu Guo. Program from last time: Constant memory Class Windows and CUDA : Shu Guo Program from last time: Constant memory Windows on CUDA Reference: NVIDIA CUDA Getting Started Guide for Microsoft Windows Whiting School has Visual Studio Cuda 5.5 Installer

More information

CMSC427 Transformations II: Viewing. Credit: some slides from Dr. Zwicker

CMSC427 Transformations II: Viewing. Credit: some slides from Dr. Zwicker CMSC427 Transformations II: Viewing Credit: some slides from Dr. Zwicker What next? GIVEN THE TOOLS OF The standard rigid and affine transformations Their representation with matrices and homogeneous coordinates

More information

11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes

11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 2.11] Jernej Barbic University of Southern California Scientific Visualization

More information

Visualization. CSCI 420 Computer Graphics Lecture 26

Visualization. CSCI 420 Computer Graphics Lecture 26 CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 11] Jernej Barbic University of Southern California 1 Scientific Visualization

More information

COMP30019 Graphics and Interaction Scan Converting Polygons and Lines

COMP30019 Graphics and Interaction Scan Converting Polygons and Lines COMP30019 Graphics and Interaction Scan Converting Polygons and Lines Department of Computer Science and Software Engineering The Lecture outline Introduction Scan conversion Scan-line algorithm Edge coherence

More information

Image processing. Reading. What is an image? Brian Curless CSE 457 Spring 2017

Image processing. Reading. What is an image? Brian Curless CSE 457 Spring 2017 Reading Jain, Kasturi, Schunck, Machine Vision. McGraw-Hill, 1995. Sections 4.2-4.4, 4.5(intro), 4.5.5, 4.5.6, 5.1-5.4. [online handout] Image processing Brian Curless CSE 457 Spring 2017 1 2 What is an

More information

3D Viewing. CS 4620 Lecture 8

3D Viewing. CS 4620 Lecture 8 3D Viewing CS 46 Lecture 8 13 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene projects to pixel explicitly construct

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

3D Viewing. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 9

3D Viewing. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 9 3D Viewing CS 46 Lecture 9 Cornell CS46 Spring 18 Lecture 9 18 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene

More information

Introduction to 3D Concepts

Introduction to 3D Concepts PART I Introduction to 3D Concepts Chapter 1 Scene... 3 Chapter 2 Rendering: OpenGL (OGL) and Adobe Ray Tracer (ART)...19 1 CHAPTER 1 Scene s0010 1.1. The 3D Scene p0010 A typical 3D scene has several

More information

CS488. Visible-Surface Determination. Luc RENAMBOT

CS488. Visible-Surface Determination. Luc RENAMBOT CS488 Visible-Surface Determination Luc RENAMBOT 1 Visible-Surface Determination So far in the class we have dealt mostly with simple wireframe drawings of the models The main reason for this is so that

More information

GPGPU LAB. Case study: Finite-Difference Time- Domain Method on CUDA

GPGPU LAB. Case study: Finite-Difference Time- Domain Method on CUDA GPGPU LAB Case study: Finite-Difference Time- Domain Method on CUDA Ana Balevic IPVS 1 Finite-Difference Time-Domain Method Numerical computation of solutions to partial differential equations Explicit

More information

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other

More information

RSX Best Practices. Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog

RSX Best Practices. Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog RSX Best Practices Mark Cerny, Cerny Games David Simpson, Naughty Dog Jon Olick, Naughty Dog RSX Best Practices About libgcm Using the SPUs with the RSX Brief overview of GCM Replay December 7 th, 2004

More information

Computer 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 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 information

Project 1, 467. (Note: This is not a graphics class. It is ok if your rendering has some flaws, like those gaps in the teapot image above ;-)

Project 1, 467. (Note: This is not a graphics class. It is ok if your rendering has some flaws, like those gaps in the teapot image above ;-) Project 1, 467 Purpose: The purpose of this project is to learn everything you need to know for the next 9 weeks about graphics hardware. What: Write a 3D graphics hardware simulator in your language of

More information

Midterm Exam CS 184: Foundations of Computer Graphics page 1 of 11

Midterm Exam CS 184: Foundations of Computer Graphics page 1 of 11 Midterm Exam CS 184: Foundations of Computer Graphics page 1 of 11 Student Name: Class Account Username: Instructions: Read them carefully! The exam begins at 2:40pm and ends at 4:00pm. You must turn your

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

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

Hidden Surface Elimination Raytracing. Pre-lecture business. Outline for today. Review Quiz. Image-Space vs. Object-Space

Hidden Surface Elimination Raytracing. Pre-lecture business. Outline for today. Review Quiz. Image-Space vs. Object-Space Hidden Surface Elimination Raytracing Pre-lecture business Get going on pp4 Submit exam questions by Sunday CS148: Intro to CG Instructor: Dan Morris TA: Sean Walker August 2, 2005 Remote folks: let us

More information

Ray Tracing Part 1. CSC418/2504 Introduction to Computer Graphics. TA: Muhammed Anwar & Kevin Gibson

Ray Tracing Part 1. CSC418/2504 Introduction to Computer Graphics. TA: Muhammed Anwar & Kevin Gibson Ray Tracing Part 1 CSC418/2504 Introduction to Computer Graphics TA: Muhammed Anwar & Kevin Gibson Email: manwar@cs.toronto.edu Overview Introduction / Motivation Rasterization vs Ray Tracing Basic Pseudocode

More information

Rendering a 3-Dimensional Cube Applet Using Light Weight Java Graphing Library (LWJGL) with Java Swing with NetBeans IDE 6.1

Rendering a 3-Dimensional Cube Applet Using Light Weight Java Graphing Library (LWJGL) with Java Swing with NetBeans IDE 6.1 Jasamine Jackson Hanan Alnizami June 10, 2008 Rendering a 3-Dimensional Cube Applet Using Light Weight Java Graphing Library (LWJGL) with Java Swing with NetBeans IDE 6.1 This project is a step towards

More information

CS179 GPU Programming: CUDA Memory. Lecture originally by Luke Durant and Tamas Szalay

CS179 GPU Programming: CUDA Memory. Lecture originally by Luke Durant and Tamas Szalay : CUDA Memory Lecture originally by Luke Durant and Tamas Szalay CUDA Memory Review of Memory Spaces Memory syntax Constant Memory Allocation Issues Global Memory Gotchas Shared Memory Gotchas Texture

More information

CIS 467/602-01: Data Visualization

CIS 467/602-01: Data Visualization CIS 467/60-01: Data Visualization Isosurfacing and Volume Rendering Dr. David Koop Fields and Grids Fields: values come from a continuous domain, infinitely many values - Sampled at certain positions to

More information

Data Visualization (DSC 530/CIS )

Data Visualization (DSC 530/CIS ) Data Visualization (DSC 530/CIS 60-0) Isosurfaces & Volume Rendering Dr. David Koop Fields & Grids Fields: - Values come from a continuous domain, infinitely many values - Sampled at certain positions

More information

CMSC427 Final Practice v2 Fall 2017

CMSC427 Final Practice v2 Fall 2017 CMSC427 Final Practice v2 Fall 2017 This is to represent the flow of the final and give you an idea of relative weighting. No promises that knowing this will predict how you ll do on the final. Some questions

More information

Fondamenti di Grafica 3D The Rasterization Pipeline.

Fondamenti di Grafica 3D The Rasterization Pipeline. Fondamenti di Grafica 3D The Rasterization Pipeline paolo.cignoni@isti.cnr.it http://vcg.isti.cnr.it/~cignoni Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does

More information

Volume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology

Volume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Rendering - Introduction Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Visualization 2D visualization: slice images (or multi-planar reformation:

More information

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2009 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of

More information

DH2323 DGI13. Lab 2 Raytracing

DH2323 DGI13. Lab 2 Raytracing DH2323 DGI13 Lab 2 Raytracing In this lab you will implement a Raytracer, which draws images of 3D scenes by tracing the light rays reaching the simulated camera. The lab is divided into several steps.

More information

Conemarching in VR. Johannes Saam Mariano Merchante FRAMESTORE. Developing a Fractal experience at 90 FPS. / Framestore

Conemarching 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

Introduction to Visualization and Computer Graphics

Introduction 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 information

Render-To-Texture Caching. D. Sim Dietrich Jr.

Render-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 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

Real-Time Reyes: Programmable Pipelines and Research Challenges. Anjul Patney University of California, Davis

Real-Time Reyes: Programmable Pipelines and Research Challenges. Anjul Patney University of California, Davis Real-Time Reyes: Programmable Pipelines and Research Challenges Anjul Patney University of California, Davis Real-Time Reyes-Style Adaptive Surface Subdivision Anjul Patney and John D. Owens SIGGRAPH Asia

More information

Shadows for Many Lights sounds like it might mean something, but In fact it can mean very different things, that require very different solutions.

Shadows for Many Lights sounds like it might mean something, but In fact it can mean very different things, that require very different solutions. 1 2 Shadows for Many Lights sounds like it might mean something, but In fact it can mean very different things, that require very different solutions. 3 We aim for something like the numbers of lights

More information

CS2401 COMPUTER GRAPHICS ANNA UNIV QUESTION BANK

CS2401 COMPUTER GRAPHICS ANNA UNIV QUESTION BANK CS2401 Computer Graphics CS2401 COMPUTER GRAPHICS ANNA UNIV QUESTION BANK CS2401- COMPUTER GRAPHICS UNIT 1-2D PRIMITIVES 1. Define Computer Graphics. 2. Explain any 3 uses of computer graphics applications.

More information

Raytracing Sparse Volumes with NVIDIA GVDB in DesignWorks Rama Hoetzlein, NVIDIA Graphics Technologies, Professional Graphics

Raytracing Sparse Volumes with NVIDIA GVDB in DesignWorks Rama Hoetzlein, NVIDIA Graphics Technologies, Professional Graphics Raytracing Sparse Volumes with NVIDIA GVDB in DesignWorks Rama Hoetzlein, NVIDIA Graphics Technologies, Professional Graphics 1. Goals 2. Interactive Demo Agenda 3. Design of NVIDIA GVDB 4. Using GVDB

More information

CS 179: GPU Computing LECTURE 4: GPU MEMORY SYSTEMS

CS 179: GPU Computing LECTURE 4: GPU MEMORY SYSTEMS CS 179: GPU Computing LECTURE 4: GPU MEMORY SYSTEMS 1 Last time Each block is assigned to and executed on a single streaming multiprocessor (SM). Threads execute in groups of 32 called warps. Threads in

More information

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics?

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics? EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L0101, W 12-2pm

More information

Computer Graphics. Lecture 9 Environment mapping, Mirroring

Computer Graphics. Lecture 9 Environment mapping, Mirroring Computer Graphics Lecture 9 Environment mapping, Mirroring Today Environment Mapping Introduction Cubic mapping Sphere mapping refractive mapping Mirroring Introduction reflection first stencil buffer

More information