Computer Graphics Software & Hardware. NBAY 6120 Lecture 6 Donald P. Greenberg March 16, 2017

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Transcription:

Computer Graphics Software & Hardware NBAY 6120 Lecture 6 Donald P. Greenberg March 16, 2017

Recommended Readings for Lecture 6 Mike Seymour. The State of Rendering, Part 1, fxguide.com, July 15, 2013. FXGuide. Mike Seymour. The State of Rendering, Part 2, fxguide.com, July 17, 2013. FXGuide.

Why Is It Important? 99% of our information intake is pictorial through our eyes Educational Modules Entertainment Games Advertising Medical Computer Aided Design Data Visualization

Ivan Sutherland 1963

Program of Computer Graphics, Cornell University General Electric - 1967

Program of Computer Graphics, Cornell University DPG - 1967

Cornell in Perspective Film 1972 Program of Computer Graphics, Cornell University

Gouraud Flat Polygon Shading 1972 Each polygon is shaded based on a single normal. Gouraud Thesis

Gouraud Smooth Shading 1972 Each pixel is shaded by interpolating intensities computed in each of the polygon s vertices. Gouraud Thesis

Phong Shading 1974

Environment Model Geometry & topology Material properties >Color, reflectance, textures >(Cost, strength, thermal properties) Lighting Geometry & position Intensity, spectral distribution Direction, spatial distribution Model Camera Perspective Raster Operations Image Storage Display

Camera Model Viewer Position Viewer direction Field of view Wide angle Telephoto Depth of focus Near Far Camera Perspective Raster Operations Image Storage Display

Perspective Model Transformation Perspective transformation Matrix multiplication (4 x 4) Clipping objects outside of the field of view Camera Perspective Raster Operations Image Storage Culling back-facing surfaces Display

Hidden Line Algorithm

Hidden Line Algorithm

Raster Operations Model Conversion from polygons to pixels Color computation Hidden surface removal (z-buffer) Camera Perspective Raster Operations Image Storage Display

Image Storage Model Typical frame buffer 1280 x 1024 pixels 3 channels (red, green, blue) 1 byte/channel Total memory 3 3/4 megabytes - single buffer 7 1/2 megabytes - double buffer Camera Perspective Raster Operations Image Storage Display

Display Digital to analog conversion 1280 x 1024 resolution 60 frames per second Total data rate 1 1/4 million pixels x 3 bytes/pixel x 60 frames/second = 225 megabytes/second = 1.8 gigabits/second Model Camera Perspective Raster Operations Image Storage Display

Direct Model Illumination User Input Camera Perspective Raster Operations Image Storage Display

Phong Model: Variations of Specular Exponent Roy Hall

Reflectance Three Approximate Components Ideal diffuse (Lambertian) Ideal specular Directional diffuse

Cook-Torrance Renderings 1979

The geometry of scattering from a layered surface acm Computer Graphics, Siggraph 1993 p. 166

Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, Pat Hanrahan. A Practical Model for Subsurface Light Transport, ACM Siggraph 2001, August 2001, Los Angeles, CA, pp. 511-518.

9 9 9 9 7 6 6 9 9 7 3 3 3 9 9 14 1 1 1 7 7 9 7 7 5 5 7 9 9 9 5 5 5 7 9 9 5 5 5 7 9 9 6 6 9 9 9 9 7 9 9 9 9 7 6 6 9 9 7 3 3 3 9 9 14 1 1 1 7 7 9 7 7 5 5 7 9 9 9 5 5 5 7 9 9 5 5 5 7 9 9 6 6 9 9 9 9 7 Direct Lighting and Indirect Lighting Direct Indirect Direct

Direct Lighting Only

Global Illumination

Ray Tracing Eric Haines 1985

Radiosity 1984

Radiosity Eric Chen 1986

Radiosity 1990s

Rendering Framework 1997

Light as Rays

Light as Waves

Light as Photons

Ray Tracing

Path Tracing Path Tracing is similar to ray tracing except that many rays are sent for each pixel. Rays are sent out on a probabilistic basis depending on the reflectance (transmittance) distributions of each surface that is struck. Computations can be accelerated by using importance sampling, where the ray directions are dependent on the magnitude of the potential effects.

Path Tracing

Probabilistic Sample Direction for Path Tracing Sampled Direction

000 samples/pixel 10,000 samples/pixel Path Tracing 1 sample/pixel 100 samples/pixel

Bi-Directional Path Tracing

Bi-directional Path Tracing Photograph

Radiosity

Example: Automobile Pipeline Automobile takes 8 minutes to make, but the assembly line makes a car every two minutes. Build frame Add engine Add windows Paint body 2 minutes 2 minutes 2 minutes 2 minutes Stage 1 Stage 2 Stage 3 Stage 4 A B C D E A B C D A B C A B Time (minutes) 0 2 4 6 8 10 Donald P. Greenberg - Cornell Program of Computer Graphics

Graphics Hardware circa 1970 Model P-xform Clipping Lighting Rasterize System Memory (16 scanlines) Film Recorder CPU System used to generate Phong goblet

Graphics Hardware circa 1980 Model P-xform Clipping Lighting Rasterize Frame Buffer Display CPU Graphics Hardware Cost of Memory was Prohibitive 512x480x8 bit frame buffer cost $80,000! No z-buffer (at 24 or 32 bits/pixel, it requires even more memory than FB) Only single frame buffer All work done in CPU until frame buffer(slow!)

Graphics Hardware circa 1986 Model Lighting P-xform Clipping Rasterize Z-Buffer Frame Frame Buffer Buffer Display CPU Graphics Hardware Added Z-Buffer Added Double Frame Buffer Rasterization and visible surface computations performed in hardware

Graphics Hardware 1999 Model P-xform Texture Frame Lighting Rasterize Z-Buffer Clipping Frame Mapping Buffer Display Buffer CPU Graphics Hardware Addition of texture mapping units With texturing, high resolution detail is possible with relatively simple geometry

Multipass Example: Light Maps Two separate textures, one for the material s composition, one for the lighting X = J.L.Mitchell, M. Tatro, and I. Bullard

Castle s Geometry Agata & Andrzej Wojaczek, Advanced Graphics Applications Inc.

Reflection Example - Castle Agata & Andrzej Wojaczek, Advanced Graphics Applications Inc.

Graphics Hardware 2000 Model Vertex Buffer Lighting P-xform Clipping Texture Mapping CPU Rasterize Z-Buffer Graphics Hardware Frame Frame Buffer Buffer Display Vertex buffer (model data) added to reduce bandwidth requirements between CPU and graphics board

Graphics Pipeline - 1980 s M L P S D V M Model L Lighting P Perspective/Clipping S Scan Conversion/Z-buffer D Display Storage V Video Donald P. Greenberg - Cornell Program of Computer Graphics

Graphics Pipeline - 2000 + M L P T S D V M Model L Lighting P Perspective/Clipping T Texturing S Scan Conversion/Z-buffer D Display Storage V Video Donald P. Greenberg - Cornell Program of Computer Graphics

Graphics Hardware 2003 Model Vertex Buffer Lighting Vertex Operations P-xform Clipping Texture Mapping CPU Rasterize Z-Buffer Pixel Operations Frame Frame Buffer Buffer Display Early GPU s performed lighting and clipping operations on locally stored model

Graphics Hardware 2009 CPU Model Graphics Processing Unit GPU Rasterize Z-Buffer CPU Model Graphics Processing Unit GPU Rasterize Z-Buffer CPU Model Graphics Processing Unit GPU Rasterize Z-Buffer Frame Buffer Display CPU Model Graphics Processing Unit GPU Rasterize Z-Buffer

Faster than Moore s Law 10 9 One-pixel polygons (~10M polygons @ 30Hz) nvidia G70 10 9 Peak Performance ( 's/sec) 10 8 10 7 10 6 10 5 UNC Pxpl4 HP CRX 10 4 Flat shading SGI Iris HP VRX SGI GT Slope ~2.4x/year (Moore's Law ~ 1.7x/year) UNC Pxpl5 SGI SkyWriter SGI VGX HP TVRX Stellar GS1000 Gouraud shading SGI RE1 E&S F300 86 88 90 92 94 96 98 00 Year SGI RE2 Antialiasing UNC/HP PixelFlow Division Pxpl6 Textures SGI IR Accel/VSIS Megatek E&S Freedom Division VPX E&S Harmony Voodoo Graph courtesy of Professor John Poulton (from Eric Haines) SGI R-Monster Nvidia TNT GeForce 3DLabs SGI Glint Cobalt PC Graphics ATI Radeon 256 10 8 10 7 10 6 10 5 10 4

nvidia s Kepler Chip 2012

NVIDIA s new Maxwell Chip 2014 6144 processor cores (rumor) 20 nm Q4 2014

http://en.wikipedia.org/wiki/transistor_count Moore s Law GPU Transistor Counts Processor Transistor count Date of introduction Manufacturer Process Area R520 321,000,000 2005 AMD 90 nm 288 mm² R580 384,000,000 2006 AMD 90 nm 352 mm² G80 681,000,000 2006 NVIDIA 90 nm 480 mm² R600 Pele 700,000,000 2007 AMD 80 nm 420 mm² G92 754,000,000 2007 NVIDIA 65 nm 324 mm² RV790XT Spartan 959,000,000 2008 AMD 55 nm 282 mm² GT200 Tesla 1,400,000,000 2008 NVIDIA 65 nm 576 mm² Cypress RV870 2,154,000,000 2009 AMD 40 nm 334 mm² Cayman RV970 2,640,000,000 2010 AMD 40 nm 389 mm² GF100 Fermi 3,200,000,000 Mar 2010 NVIDIA 40 nm 526 mm² GF110 Fermi 3,000,000,000 Nov 2010 NVIDIA 40 nm 520 mm² GK104 Kepler 3,540,000,000 2012 NVIDIA 28 nm 294 mm² Tahiti RV1070 4,312,711,873 2011 AMD 28 nm 365 mm² GK110 Kepler 7,080,000,000 2012 NVIDIA 28 nm 561 mm² RV1090 Hawaii 6,300,000,000 2013 AMD 28 nm 438 mm² GM204 Maxwell 5,200,000,000 2014 NVIDIA 28 nm 398 mm² GM200 Maxwell 8,100,000,000 2015 NVIDIA 28 nm 601 mm² Fiji 8,900,000,000 2015 AMD 28 nm 596 mm² GP104 Pascal 7,200,000,000 2016 Nvidia 16 nm 314 mm² GP100 Pascal 15,300,000,000 [43] 2016 Nvidia 16 nm 610 mm²

nvidia iray 2012 nvidia has designed a series of rackable Tesla servers for very fast computation using parallel sets of their GPU hardware They developed a novel programming language (CUDA) to take advantage of their unique hardware architectures. This can be used for many other disciplines They now offer a product called Iray which computes photorealistic imagery on a cloud

Intel Integrated Graphics 2013

AMD Integrated Graphics 2013

AMD Integrated Graphics 2014 Kaveri 28 nm 47% GPU 47% GPU

Mobile GPU market share 2013 All GPU Suppliers All GPU IP Suppliers NVIDIA 3% Qualcomm 33% ZiiLabs 0.10% Takumi 2.70% Broadcom 0.20% Vivante 4.80% Takumi 4.30% Vivante ARM 4.20% 7.50% DMP 5.20% Imagination 50.10% Imagination 78.80% ARM 2.60% DMP 3.30% Source: Imagination Technologies, via http://technewspedia.com/imagination-technologies-nvidia-we-do-not-compete-against-our-customers/

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