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David Luebke 1 692009

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Students responsible for bringing platform to classroom. I can provide PC (GF3), PS2, maybe Xbox from lab. Students rotate duty each class or each week ... – PowerPoint PPT presentation

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Title: David Luebke 1 692009


1
Real-Time Rendering
  • CS 551-4/651-3David Luebke

2
Demo Time
  • Should we have a 5-10 minute demo time to open
    each class?
  • Students pick game to demo
  • Focus real-time graphics, not game play, cut
    scenes, etc.
  • Students responsible for bringing platform to
    classroom
  • I can provide PC (GF3), PS2, maybe Xbox from lab
  • Students rotate duty each class or each week
  • For today, some NVIDIA GeForce2-type demos

3
Introduction
  • The changing face of real-time rendering
  • The good old days
  • SGI was king
  • A slew of PC vendors
  • Today
  • SGI is selling real estate
  • NVIDIA, ATI rule the world

4
ComparisonSGI InfiniteReality (1998) vs. NVIDIA
GeForce4 (2002)
  • Metric SGI IR NVIDIA GF4
  • Triangles/demosec 13 million 136 million
  • Pixels/demosec 4.8 billion
  • Texture memory 64 MB 128 MB
  • Bump mapping Nope No sweat
  • Programmable vertex engine? You kidding? Oh,
    yeah
  • Programmable pixel engine? Get real Yeah
    baby
  • Form factor Mini-fridge videocassette
  • Cost 100,000 300

5
Rate of Changea.k.a Stop the technology, I want
to get on
  • SGI new product every 3 years
  • NVIDIA new product every 9/18 months
  • Current commodity cards double in performance
    every 10 months or so
  • Far outstripping Moores Law
  • Exciting new features being introduced at a
    breathtaking rate
  • Programmable pipelines, floating-point support,
    hardware occlusion support

6
Summary
  • These are interesting times for real-time
    rendering
  • Commodity graphics cards are becoming
    fantastically capable
  • The rate of ongoing improvement is dizzying
  • New algorithms, long-offline algorithms becoming
    possible
  • Hard to keep up, even for experts
  • Whats pushing the technology curve?

7
Video Games
  • Undoubtedly the driving force behind this
    revolution
  • This year the video game industry surpassed the
    film industry (wave hands)
  • Commodity parts Pentium 4 vs GF4

8
The Course General Topics
  • This class will study real-time rendering, with a
    particular focus on the hardware and algorithms
    underlying 3D game engines
  • Generally PC hardware rather than consoles
  • Generally NVIDIA hardware (thats what we use)
  • Generally OpenGL (DX more apropos, but)
  • We wont study
  • Gameplay, storylines, AI, game art, production
    process, artist tools, network layers, OO game
    design, audio, (much) physics, (much) animation

9
The Course Workload
  • This is a project course, all grades from
    programming assignments
  • First half 4 individual assignments building
    blocks of a game engine
  • Second half team project, with several
    checkpoints game engine with demo
  • Graduate-level course
  • A game engine is a big program
  • May well be more work (but also more rewarding)
    than any course youve ever had

10
The Course Syllabus
  • The web page is the syllabus

11
Review The Graphics Pipeline
  • The next lecture will go over the traditional
    graphics pipeline
  • The big picture

Application
Geometry
Rasterizer
12
Programmable Pipelines
  • Recent hardware offers the option of replacing
    portions of the pipeline with user-programmed
    stages
  • Vertex shader replaces fixed-function transform
    and lighting
  • Pixel shader replaces texturing stages

13
Programmable Pipelines
  • The amount of programmability is increasing by
    leaps and bounds
  • Vertex shaders more instructions, variable
    looping, branching, subroutines
  • Pixel shaders still SIMD, but with more
    instructions, unlimited texture accesses, pixel
    kill
  • The data formats are also improving
  • IEEE floating point throughout the pixel
    pipeline!
  • Various versions
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