Teaching a Modern Graphics Pipeline Using a Shader-based Software Renderer
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1 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
2 Our Introductory CG Lab Course
3 Our Introductory CG Lab Course Understand & implement a software renderer
4 Our Introductory CG Lab Course
5
6 Test & explore renderer features within 3D editor
7
8 Our Introductory CG Lab Course Only requires basic Java programming skills No prior experience in computer graphics necessary 3 ECTS lab course (~75 hrs per semester)
9 Our Introductory CG Lab Course Only requires basic Java programming skills No prior experience in computer graphics necessary 3 ECTS lab course (~75 hrs per semester)
10 Our Introductory CG Lab Course Only requires basic Java programming skills No prior experience in computer graphics necessary 3 ECTS lab course (~75 hrs per semester) We provide an initial software renderer framework
11 Our Introductory CG Lab Course Only requires basic Java programming skills No prior experience in computer graphics necessary 3 ECTS lab course (~75 hrs per semester) We provide an initial software renderer framework Students complete six programming assignments
12 Our Introductory CG Lab Course Only requires basic Java programming skills No prior experience in computer graphics necessary 3 ECTS lab course (~75 hrs per semester) We provide an initial software renderer framework Students complete six programming assignments Assignments complete key features of the software renderer and build upon each other
13 Our Introductory CG Lab Course Only requires basic Java programming skills No prior experience in computer graphics necessary 3 ECTS lab course (~75 hrs per semester) We provide an initial software renderer framework Students complete six programming assignments Assignments complete key features of the software renderer and build upon each other A rich 3D editor is contained within the framework and allows to experiment with the implemented solutions
14 Assignment 1 Line Rasterization
15
16 Rendered directly by student s solution
17 Scene Outliner Rendered directly by student s solution
18 Scene Outliner Rendered directly by student s solution Properties & Tools
19
20 + Line rasterization BresenhamRasterizer.java
21
22 + Viewport mapping -1 1 Renderer.java
23
24 Assignment 2 Transformations in 3D Space
25
26 + 3D math Vec3.java Vec4.java Mat3.java Mat4.java
27
28
29
30 + Model transformations Renderer.java ColorShader.java SceneObject.java
31
32
33 Assignment 3 Clipping, Viewing & Projection
34
35 + Vertex Color Interpolation Varyings.java BresenhamRasterizer.java ColorShader.java
36
37
38 + View Transform Camera.java Scene.java ColorShader.java
39
40 + Clipping ClippingPlane.java Clipper.java Renderer.java
41
42 + Projection Transform PerspectiveProjection.java Renderer.java ColorShader.java
43
44 Assignment 4 Triangle Rasterization & Culling
45
46
47 + Back-face culling Renderer.java
48
49 + Triangle Rasterization TriangleRasterizer.java Renderer.java
50
51 Assignment 5 Lighting & Shading
52
53
54 + Per-vertex diffuse reflection IlluminationModels.java PointLight.java Geometry.java LambertGouraudShader.java Scene.java
55
56 + Per-fragment specular reflection IlluminationModels.java BlinnPhongShader.java Scene.java
57
58
59
60 Assignment 6 Texturing & Custom Shaders
61
62
63 + Texturing Renderer.java Varyings.java TexturedShader.java
64
65
66 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
67 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
68 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
69 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
70 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
71 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
72 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
73 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
74 public class TexturedShader implements Shader { Sampler") public Sampler g=1, b=1) public Vec3 min=1, max=200.0f) public float public Vertex shadevertex(mesh.vertex v) public Vec3 shadefragment(varyings varyings) {...}
75
76 + Own Shader Creation MyCustomShader.java
77
78
79
80 Student Work 2010/2011
81 Student Work 2010/2011
82 Student Work 2010/2011
83 Student Work 2010/2011
84 Student Work 2010/2011
85 Student Work 2010/2011
86 Summary In our course undergraduate students implement fundamental features of a software renderer Our framework provides the initial code base and an interactive 3D editor around it Playful exploration of features and rich content interoperability highly motivates students
87 Heinrich Fink, Thomas Weber, Michael Wimmer,
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