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Real-Time Rendering Introduction Michal Červeňanský Juraj Starinský

Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Page 1: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

Real-Time Rendering

Introduction

Michal ČerveňanskýJuraj Starinský

Page 2: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Motivation● Rendering in real-time● Visualisation of 3D scene● Fast approximation of reality● Interactive framerates● Games

Page 3: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Lecture plan● Introduction● Graphics pipeline● Acceleration, optimization● GPGPU● Engine● Shading, texturing● Ray-tracing● Shadows● Volume rendering● Post processing● Non-photorealistic rendering

Page 4: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Graphics pipeline● OpenGL● Shaders● Debug tools

Page 5: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Acceleration, Optimization● Culling● LOD● Geometry instancing● HW specification

Page 6: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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GPGPU● Algorithms● Standard design● CUDA

Page 7: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Engine● Scene● Camera● Rendering● Scene Graph

– OpenSceneGraph– nvSG– Ogre

Page 8: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Shading, Texturing● Texturing modes● Mapping techniques● Multi-pass, Multi-texturing● Compression

Page 9: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Ray-tracing● Data structures● Speed-up techniques

Page 10: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Shadows● Shadow volumes● Shadow maps● Post processing

Page 11: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Volume Rendering● Visualisation methods● Improving quality● Improving performance

Page 12: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Post-processing● Motion blur● Depth of field

Page 13: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Non-photorealistic rendering● Tone shading● Silhouette rendering

Page 14: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Project● Program (GPGPU)

– Scene with non-convex object - animated– OpenGL, Shaders, Multitextures– VBO, FBO, – Lightning, shading, dynamic shadows, post-processing

● Dates– 1.3.10: specification, algorithms, technology– 1.4.10: scene, camera, models, rendering, lightning– 1.5.10: lightning, shading– 7.6.10: post-processing, final project

● Rating (complexity, interactivity, ...)

Page 15: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Literature● OpenGL Programming Guide (redbook, slides)● OpenGL Shading Language● Real-Time Rendering● GPU Gems I,II,III● The Cg Tutorial● Shader X1,X2 …● TU Wien (slides, projects)● Web

Page 16: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Videos● Projects form TU Wien

http://www.cg.tuwien.ac.at/courses/Realtime/HallOfFame/index.html

Page 17: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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References● Books:

– Real-time rendering, Akenine-Möller, Haines

– GPU Gems I,II,III

– Shader X...

– 3D Game Engine Design

● Images:– Crysis, FarCry by Crytek Studios

– Real-time rendering slides

– http://en.wikipedia.org/wiki/

– http://www.cs.utah.edu/~gooch/thesis/images.html

– Hellgate: London by Flagship Studios

– Fast Collision Detection for Skeletally Deformable Models-Kavan, Zara

– Liangshou Wu http://www.vrac.iastate.edu/~lswu/homepage/research/thesis.php

– Subdivision for Modeling and Animation – Zorin, Schroder

– GPU Particles - NVidia SDK 9.51.108.100

– Skin(Cg) - NVidia Cg Toolkit 1.1

– http://www.hortus3d.com/fr_bil.htm

– www.openscenegraph.org

Page 18: Real-Time Rendering Introductioncervenansky/rtr/pr0_uvod.pdf · 12.02.2008 3 Lecture plan Introduction Graphics pipeline Acceleration, optimization GPGPU Engine Shading, texturing

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Questions ?