Introduction to OpenGL
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1 Introduction to OpenGL Josef Pelikán & Alexander Wilkie CGG MFF UK Praha 1 / 31
2 Advances in Hardware 3D acceleration is a common feature in consumer devices Focus on games, multimedia Appearance quality of results Sophisticated texturing functionality Combinations of many textures and processing High performance The best semi-conductor technology is used for GPUs (NVIDIA Kepler: 28 nm), massive parallelism Very fast memory (multipath access, GDDR5,..) High performance bus between GPU and CPU (PCI-E) 2 / 31
3 Advances in Software Two main libraries/apis for 3D graphics OpenGL (SGI, open standard) and Direct3D (Microsoft) Approach is similar, API is hardware-determined Efficient transmission of data to the GPU Maximal use of shared data fields Programmable shaders! Revolution in graphics programming vertex-shader : mesh vertex processing geometry/tesselation-sh. : generating geometry fragment-shader ( pixel-shader ): executed for each pixel that is displayed 3 / 31
4 Development Tools Can be used by programmers and artists Higher languages for GPU programming Cg (NVIDIA), HLSL (DirectX), GLSL (OpenGL) Cg and HLSL are very similar Composition of graphical effects Compact description of the entire effect (GPU programs, references to data) in one file DirectX.FX format, NVIDIA CgFX format Tools: Effect Browser (Microsoft), FX Composer (NVIDIA), RenderMonkey (ATI) 4 / 31
5 OpenGL Schematics (FFP) OpenGL Fixed Functionality Pipeline: Geom. Per-Vertex Operations Vertices Primitive Assembly Clip Project Viewport Cull Geom. Rasterize Fragment Processing Fragments Per-Fragment Operations App Memory Pixel Unpack Pixel Transfer Pixels Textures Texture Memory Frame Buffer Operations Pixels Pixel Pack Pixel Groups Read Control Frame Buffer 5 / 31
6 OpenGL: Geometric Primitives Types of geometric primitives: point, line, polyline, loop polygon, triangle, triangle strip, triangle fan, quad, quad strip Processing of individual vertices glvertex, glcolor, glnormal, gltexcoord,... inefficient (many calls to gl* functions) Vertex Arrays gldrawarrays, glmultidrawarrays, gldrawelements,... glcolorpointer, glvertexpointer,... or interlaced 6 / 31
7 Geometric Primitives I GL_POINTS GL_LINES GL_LINE_STRIP GL_LINE_LOOP V 0 V 1 V 0 V 1 V 0 V 1 V 0 V 1 V 2 V 2 V 2 V 2 V 3 V 3 V 3 V 3 V 4 V 4 V 4 V 4 V 5 V 5 V 5 V 5 7 / 31
8 Geometric Primitives II GL_TRIANGLE S GL_TRIANGLE_STRIP GL_TRIANGLE_FAN V 0 V 1 V 0 V 1 V 6 V 5 V 4 V 2 V3 V 2 V3 V 0 V3 V 4 V 5 V 2 V 5 V 4 V 1 8 / 31
9 Geometric Primitives III GL_QUADS GL_QUAD_STRIP GL_POLYGON V 0 V 3 V 1 V 0 V 6 V 5 V 4 V 1 V 2 V 3 V 2 V 3 V 4 V 7 V 5 V 4 V 0 V 2 V 6 V 6 V 1 V 5 V 7 9 / 31
10 OpenGL macros (Display Lists) DISPLAY_LIST_MODE instead of IMMEDIATE_MODE Storage of a sequence of GL commands in memory: glnewlist, glendlist The list can be pushed to the server (graphical HW) Basic idea: list = macro Execution of entire lists glcalllist, glcalllists Potentially very efficient (the commands can be optimised by the graphics server) 10 / 31
11 Coordinate Systems Model coordinates (Object space) [x,y,z,w] Modeling transform World space -z Camera coordinates (Eye space) -z View transform Projection transform Clip space xy xy n f [x,y,z,w] -z xy -z xy 11 / 31
12 Coordinate Systems II Clip space Perspective divide Normalized device space [x,y,z,w] [x,y,z] Viewport transform -z Window space [x,y,z] xy OpenGL: [-1,-1,-1] to [1,1,1] DirectX: [-1,-1, 0] to [1,1,1] [x,y] z actual fragment size on screen depth compatible with the z buffer 12 / 31
13 Coordinate Systems III Model coordinates Database of objects that comprise the scene Source: 3D modeling applications (3DS, Maya,..) World coordinates Absolute coordinates of the 3D world The relative coordinates of object instances are given there Camera coordinates 3D world relative camera coordinates Projection center: origin, view direction: -z (or z) 13 / 31
14 Coordinate transforms Model camera transforms Combined transformation modelview World coordinates are not directly used Projection transformation Defining the view frustum [ l, r, b, t, n, f ] Near and far clipping plane: n, f Result in homogeneous coordinates (before clipping) Clip space Output coordinates of vertex shaders! 14 / 31
15 Projective Transformation The remote point f can be moved to infinity [ ] ] 2n 2n r l r l 2n n t b r l t b t b f n 1 r l t b f n r l t b fn r l t b 0 f n 0 0 2n 0 xy [ n f -z 15 / 31
16 Coordinate Transformations Perspective division/clip Transforms homogeneous coordinates to cartesian Normalised Device Coordinates ( NDC ) Unit sized cube OpenGL: [-1,-1,-1] to [1,1,1] DirectX: [-1,-1,0] to [1,1,1] Window coordinates ( window space ) Result of screen and depth transformation Used during rasterisation and when working with fragments 16 / 31
17 Rigid Body Transformations Retain shape, only change orientation Only consists of translation and rotation Often used for coordinate system transforms (e.g. world coordinates, and viewer coordinates) z v (view) u (up) r (right) y (left handed = right winding system) x 17 / 31
18 Transformation Between Systems z u O s x y t [1, 0, 0 ] M stu xyz = s [0, 1, 0 ] M stu xyz = t [0, 0, 1 ] M stu xyz = u A coordinate system has its origin in O and is given by three basis vectors [ s, t, u ] [ M stu xyz = M xyz stu s x s y s z t x t y t z u x u y u z] T = M stu xyz 18 / 31
19 Geometric Data on the Server VBO, VAO, starting with OpenGL 1.5 For.NET practically a requirement (client memory is not fixed) The buffers on the graphics server contain geometric data Buffer creation: glbindbuffer Data entry: glbufferdata, glbuffersubdata Mapping to application memory: glmapbuffer, glunmap.. Work with client memory or with buffers glcolorpointer, glnormalpointer, glvertexpointer, / 31
20 Vertex Processing Vertex transformations via model and perspective matrices glmatrixmode glloadidentity, glloadmatrix, glmultmatrix glrotate, glscale, gltranslate,... Lighting attributes gllight, gllightmodel, glmaterial 20 / 31
21 Assembly and Processing Assembly Determination which vertices a primitive needs Assembly of data packages and uploading Processing of primitives Clipping Projection to view frustum removal of w Projection and clipping to 2D viewport Back face culling - Single vs. double sided primitives 21 / 31
22 Rasterisation, Fragments Rasterisation = display of vector primitives Decomposition of objects into fragments Objects: points, lines triangles, bitmaps Fragments Raster element, that potentially contributes to the colour of a pixel Size: pixel size, or smaller (anti-aliasing) Data packing in the raster unit of the GPU: - In/Output: x, y, z (depth can be changed!) - Texture coordinates t 0 to t n - Specular and diffuse colour, fog, user data,... - Output colour in RGB and α (frame-buffer op.) 22 / 31
23 Fragment Interpolation Fragment attributes are automatically interpolated between vertex values for: depth (z or w) Texture coordinates Colour (specular and diffuse) User data,... Fast HW interpolators Perspectivically correct interpolation Only [ x, y ] change linearly Other variables require one division for each fragment 23 / 31
24 Fragment Processing Texture operations Highly optimised operations Colour selection from texture memory Texel interpolation: - mip-mapping, anisotropic filtering,... Texture combination (many operations possible) Specialised effects (bump-mapping, environment mapping) Calculation of fog Based on depth z Combination of several colours (diff., spec.) 24 / 31
25 Raster Images in OpenGL Geom. Per-Vertex Operations Vertices Primitive Assembly Clip Project Viewport Cull Geom. Rasterize Fragment Processing Fragments Per-Fragment Operations App Memory Pixel Unpack Pixel Transfer Pixels Textures Texture Memory Frame Buffer Operations Pixels Pixel Pack Pixel Groups Read Control Frame Buffer 25 / 31
26 OpenGL Programmable Pipeline Texture Memory Geom. App Memory Vertex Processor Vertices Pixel Unpack Primitive Assembly Pixel Transfer Clip Project Viewport Cull Geom. Rasterize Pixels Textures Fragment Processor Fragments Per-Fragment Operations Frame Buffer Operations Pixels Pixel Pack Pixel Groups Read Control Frame Buffer 26 / 31
27 Vertex Processor Replaces the vertex processing module: Transformation of vertices Transformation/normalisation of normal vectors Calculation of texture coordinates Calculation of lighting vectors Definition of material constants for vertices What cannot be modified: The number of vertices! (no delete/add) Type & topology of geometric primitives - Partial solution: degenerate primitives 27 / 31
28 Geometric Processor Tesselation shaders New in OpenGL 4.0 HW support for subdivision surfaces (spline sheets,...) Two shaders: tesselation control and tesselation evaluation The first defines topology, the second generates geometry (coefficients) Geometry shader From OpenGL 3.0 onwards Just before the rasterisation unit Possibility to generate/delete primitives and vertices More powerful than TS, but slower (not easy to incude in schematics) 28 / 31
29 Fragment Processor Replaces the module for fragment processing: Arithmetic operations with interpolation Reading of data and textures Texture generation Fog calculations Computation of the final colour of the fragment colour Possibility to modify fragment depth What cannot be modified: Number of fragments! (no addition or deletion) Fragment position on screen [x,y] 29 / 31
30 GPU Programming Vertex shader Code for the vertex processor Fragment shader Code for the fragment processors Both can be programmed by the user! HW independent programming languages GPU micro-code compiled at run-time (hard to work with: many versions, specific to individual cards) Low-level instructions (similar to assembler) or higher languages Cg, HLSL, GLSL 30 / 31
31 Literature Tomas Akenine-Möller, Eric Haines: Real-time rendering, 2 nd edition, A K Peters, 2002, ISBN: OpenGL ARB: OpenGL Programming Guide, 4 th edition, Addison-Wesley, 2004, ISBN: Randima Fernando, Mark J. Kilgard: The Cg Tutorial, Addison-Wesley, 2003, ISBN: Jack Hoxley: An Overview of Microsoft's Direct3D 10 API, , 31 / 31
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