CPU-GPU Hybrid Real Time Ray Tracing Framework

Total Page:16

File Type:pdf, Size:1020Kb

CPU-GPU Hybrid Real Time Ray Tracing Framework Volume 0 (1981), Number 0 pp. 1–8 CPU-GPU Hybrid Real Time Ray Tracing Framework S.Beck , A.-C. Bernstein , D. Danch and B. Fröhlich Lehrstuhl für Systeme der Virtuellen Realität, Bauhaus-Universität Weimar, Germany Abstract We present a new method in rendering complex 3D scenes at reasonable frame-rates targeting on Global Illumi- nation as provided by a Ray Tracing algorithm. Our approach is based on some new ideas on how to combine a CPU-based fast Ray Tracing algorithm with the capabilities of todays programmable GPUs and its powerful feed-forward-rendering algorithm. We call this approach CPU-GPU Hybrid Real Time Ray Tracing Framework. As we will show, a systematic analysis of the generations of rays of a Ray Tracer leads to different render-passes which map either to the GPU or to the CPU. Indeed all camera rays can be processed on the graphics card, and hardware accelerated shadow mapping can be used as a pre-step in calculating precise shadow boundaries within a Ray Tracer. Our arrangement of the resulting five specialized render-passes combines a fast Ray Tracer located on a multi-processing CPU with the capabilites of a modern graphics card in a new way and might be a starting point for further research. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Ray Tracing, Global Illumination, OpenGL, Hybrid CPU GPU 1. Introduction Ray Tracer can compute every pixel of an image separately Within the last years prospects in computer-graphics are in parallel which is done in clusters and render-farms and growing and the aim of high-quality rendering and natural- shortens render time. Additionally many acceleration tech- ism enters into many disciplines of graphics such as Anima- niques have been introduced that adopt well to Ray Tracing tion, Film, Games and even Virtual Reality. In a few years such as BSP and Light Buffers or techniques that try to Gen- reality and virtual reality might be less and less distinguish- eralize Rays. able. Therefore new methods are introduced and invented in Radiosity and its correctness in a diffuse Global Illumi- the context of Render Engines for Games and Virtual Reality nation should be mentioned and kept in mind as well. But Systems. because of its non-trivial algorithm it will remain computa- Ray Tracing is one of the oldest and most promising meth- tional expensive and wonÂt't target on real-time rendering. ods to render 3D scenes with respect to Global Illumina- Though the realism and image quality are remarkable and tion in terms of physically correctness and therefore will phenomena like color bleeding can be handled as well as always be an actual research topic. It is a simple but pow- area lights, shadow, reflection and even more. erful model for generating shadow, reflection and refraction and even more phenomena like Motion Blur , Depth of Field When concentrating on high complexity scenes and inter- and others. With respect to naturalism Ray Tracing even is active frame-rates the best compromise still is and will be a kind of overkill in simulating lights and its specular re- a GPU based feed-forward rendering pipeline such as pro- flection, depending on the lighting model, and the depth of vided by OpenGL. In addition the programmability of today recursion when computing reflection on a surface. On the graphics pipelines, respectively the Vertex and Fragment- one hand Ray Tracing with its branched algorithm is inef- Programs, have introduced a new generation of real-time ef- ficient and the computational time increases in a non-linear fects and approximations of phenomena like soft-shadows behavior when adding complexity. The lack of hardware ac- and environment-mapping, multi-texturing and other tech- celeration therefore inspired Wald et.al to design a prototype niques. These all claim to add realism to a rendered scene. and the results are showing promise. On the other hand a Nevertheless reflection via environment-maps and shadows c The Eurographics Association and Blackwell Publishing 2005. Published by Blackwell Publishing, 9600 Garsington Road, Oxford OX4 2DQ, UK and 350 Main Street, Malden, MA 02148, USA. S. Beck & A.-C. Bernstein & D. Danch & B. Fröhlich / Real Time Ray Tracing Framework generated by e.g.a hardware accelerated Shadow Mapping Several approaches exist to map the Ray Tracing algo- Technique are fake. rithm to the GPU. The increasing programmability of GPUs makes it possible to implement Ray Tracing using shader As a result, when analyzing these different rendering programs which can be found in [PBMH02] [Chr05]. In ad- methods, we can combine the power of todays graphics dition to pure software solutions, several hardware designs cards and the physically correct Global Illumination of a were introduced e.g. [CRR04], [JS02], [SWW∗04] Ray Tracer in a new way. We will therefore explain how to break down the Ray Tracing algorithm into different render- passes treating every generation of rays separately. We will 3. Our concept then show which parts can be satisfied by the graphics card 3.1. Motivation and how to integrate a Fast Ray Tracing algorithm to add a Global Illumination component to a rendered scene. With We want to render 3D scenes of medium to high complexity the wish of shifting as much as possible to the GPU start- at reasonable frame-rates and resolutions including Global ing with the first generation of rays, which a Ray Tracer Illumination as provided by a Ray Tracing algorithm. On would fire, we end up in our interleaved and hybrid CPU- the other hand a Real Time Ray Tracing approach without GPU Ray Tracing approach which we present in the follow- respect to the power of todays graphics cards would lead to ing sections. low performance without clustering workstations. Therefore we developed a hybrid CPU-GPU Real Time Ray Racing Framework by combining the power and possibilities of to- 2. Related Work days programmable rendering pipelines with a "fast as pos- sible" Ray Tracing algorithm located on the CPU. In [Wal04] Wald describes the OpenRT software real-time Ray Tracing system, which is a pure software solution. It achieves interactive performance through the usage of sev- 3.2. Analysis of the Ray Tracing Algorithm eral techniques including a fast triangle intersection, an opti- When analyzing a classical recursive Ray Tracing algorithm mized BSP, fast BSP traversal and the usage of the SIMD ex- we end up in so called Generations of Rays which have to tension. Furthermore caching and memory optimization are be processed for each pixel of the Image. Launching a gen- combined in a wise manner. For efficiency and linear scaling eration of primary (camera) rays followed by their shadow of the OpenRT Renderer, it is possible to add more CPUs by rays and subsequent generations of rays depending on the clustering. properties of the hidden surfaces would be a typical overall Havran [Hav00] did an intensive study on hierarchical Algorithm. subdivision methods. His optimized kd-tree adopts well to In our approach we will show that the first generation of complex scenes and has a compact storage of inner and outer rays can be represented by classical feed forward render- nodes and an efficient traversal algorithm. Indeed his re- ing in terms of the OpenGL rendering pipeline. In addition searches constitute that a kd-tree is an optimal BSP and in- the corresponding shadow rays can also be processed on the troduce a cost-function-based algorithm for the position of graphics card. Mapping further generations of rays to an al- the splitting plane. gorithm located on the graphics card is not suitable on the Algorithms for adding shadows to 3D scenes in the con- other hand. This is mainly caused by non existent accelera- text of Real Time Rendering are research topics in many tion techniques and the huge amount of data to be processed publications. Beside Shadow Volumes and other well known for these generations. techniques the image based Shadow Mapping algorithm was improved by Stamminger and Drettakis in [SD02]. Their is- 3.3. Naming the Render-tasks sue in how to reduce the so called perspective aliasing arte- In the following subsection we describe our concept of facts which are implied by uniform shadow maps gave a spreading up the different stages of a classical Ray Tracing starting point for many other researchers. The basic idea algorithm as independent tasks for the GPU and CPU: is to distribute the resolution of the depth range in a non- linear manner using a perspective transform during the gen- • Primary Shadow Rays: To generate the shadows for the eration of the shadow map. Wimmer and Scherzer have in- camera rays we use a light space perspective shadow map- troduced a light space perspective Shadow Mapping algo- ping algorithm which is located on the graphics card. rithm, shortened LiSPSM, which is based on this general idea For better results we can additionally refine the shadow in [WSP04]. Indeed they argued that any Perspective Trans- boundaries, which are typically aliased, in two post pro- form could be used to achieve a wise distribution of depth cessing steps: We first blur all shadow boundaries in im- in the Shadow Map. They also give a fundamental overview age space within a short fragment-shader. This blur step and analysis of the different occurring aliasing errors and would mark all boundaries as "not clean" and we are then provide a robust and quasi-optimum solution for generating capable to perform a traditional shadow test with shadow shadows with Shadow Mapping. rays located on the CPU for the boundaries. c The Eurographics Association and Blackwell Publishing 2005.
Recommended publications
  • Real-Time Rendering Techniques with Hardware Tessellation
    Volume 34 (2015), Number x pp. 0–24 COMPUTER GRAPHICS forum Real-time Rendering Techniques with Hardware Tessellation M. Nießner1 and B. Keinert2 and M. Fisher1 and M. Stamminger2 and C. Loop3 and H. Schäfer2 1Stanford University 2University of Erlangen-Nuremberg 3Microsoft Research Abstract Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU’s rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well- established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time. 1. Introduction Hardware tessellation has attained widespread use in computer games for displaying highly-detailed, possibly an- Graphics hardware originated with the goal of efficiently imated, objects. In the animation industry, where displaced rendering geometric surfaces. GPUs achieve high perfor- subdivision surfaces are the typical modeling and rendering mance by using a pipeline where large components are per- primitive, hardware tessellation has also been identified as a formed independently and in parallel.
    [Show full text]
  • NVIDIA Quadro Technical Specifications
    NVIDIA Quadro Technical Specifications NVIDIA Quadro Workstation GPU High-resolution Antialiasing ° Dassault CATIA • Full 128-bit floating point precision • Up to 16x full-scene antialiasing (FSAA), ° ESRI ArcGIS pipeline at resolutions up to 1920 x 1200 ° ICEM Surf • 12-bit subpixel precision • 12-bit subpixel sampling precision ° MSC.Nastran, MSC.Patran • Hardware-accelerated antialiased enhances AA quality ° PTC Pro/ENGINEER Wildfire, points and lines • Rotated-grid FSAA significantly 3Dpaint, CDRS The NVIDIA Quadro® family of In addition to a full line up of 2D and • Hardware OpenGL overlay planes increases color accuracy and visual ° SolidWorks • Hardware-accelerated two-sided quality for edges, while maintaining ° UDS NX Series, I-deas, SolidEdge, professional solutions for workstations 3D workstation graphics solutions, the lighting performance3 Unigraphics, SDRC delivers the fastest application NVIDIA Quadro professional products • Hardware-accelerated clipping planes and many more… Memory performance and the highest quality include a set of specialty solutions that • Third-generation occlusion culling • Digital Content Creation (DCC) graphics. have been architected to meet the • 16 textures per pixel • High-speed memory (up to 512MB Alias Maya, MOTIONBUILDER needs of a wide range of industry • OpenGL quad-buffered stereo (3-pin GDDR3) ° NewTek Lightwave 3D Raw performance and quality are only sync connector) • Advanced lossless compression ° professionals. These specialty Autodesk Media and Entertainment the beginning. The NVIDIA
    [Show full text]
  • Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading
    Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading Yong He Yan Gu Kayvon Fatahalian Carnegie Mellon University Abstract compute capability as a primary mechanism for improving the qual- ity of real-time graphics. Simply put, to scale to more advanced Due to complex shaders and high-resolution displays (particularly rendering effects and to high-resolution outputs, future GPUs must on mobile graphics platforms), fragment shading often dominates adopt techniques that perform shading calculations more efficiently the cost of rendering in games. To improve the efficiency of shad- than the brute-force approaches used today. ing on GPUs, we extend the graphics pipeline to natively support techniques that adaptively sample components of the shading func- In this paper, we enable high-quality shading at reduced cost on tion more sparsely than per-pixel rates. We perform an extensive GPUs by extending the graphics pipeline’s fragment shading stage study of the challenges of integrating adaptive, multi-rate shading to natively support techniques that adaptively sample aspects of the into the graphics pipeline, and evaluate two- and three-rate imple- shading function more sparsely than per-pixel rates. Specifically, mentations that we believe are practical evolutions of modern GPU our extensions allow different components of the pipeline’s shad- designs. We design new shading language abstractions that sim- ing function to be evaluated at different screen-space rates and pro- plify development of shaders for this system, and design adaptive vide mechanisms for shader programs to dynamically determine (at techniques that use these mechanisms to reduce the number of in- fine screen granularity) which computations to perform at which structions performed during shading by more than a factor of three rates.
    [Show full text]
  • Graphics Pipeline and Rasterization
    Graphics Pipeline & Rasterization Image removed due to copyright restrictions. MIT EECS 6.837 – Matusik 1 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 2 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. • Most global effects available in ray tracing will be sacrificed for speed, but some can be approximated 3 Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does ray hit triangle? Keep closest hit Scene primitives Pixel raster 4 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives Pixel raster Scene primitives Pixel raster 5 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives It’s just a different orderPixel raster of the loops!
    [Show full text]
  • Graphics Pipeline
    Graphics Pipeline What is graphics API ? • A low-level interface to graphics hardware • OpenGL About 120 commands to specify 2D and 3D graphics Graphics API and Graphics Pipeline OS independent Efficient Rendering and Data transfer Event Driven Programming OpenGL What it isn’t: A windowing program or input driver because How many of you have programmed in OpenGL? How extensively? OpenGL GLUT: window management, keyboard, mouse, menue GLU: higher level library, complex objects How does it work? Primitives: drawing a polygon From the implementor’s perspective: geometric objects properties: color… pixels move camera and objects around graphics pipeline Primitives Build models in appropriate units (microns, meters, etc.). Primitives Rotate From simple shapes: triangles, polygons,… Is it Convert to + material Translate 3D to 2D visible? pixels properties Scale Primitives 1 Primitives: drawing a polygon Primitives: drawing a polygon • Put GL into draw-polygon state glBegin(GL_POLYGON); • Send it the points making up the polygon glVertex2f(x0, y0); glVertex2f(x1, y1); glVertex2f(x2, y2) ... • Tell it we’re finished glEnd(); Primitives Primitives Triangle Strips Polygon Restrictions Minimize number of vertices to be processed • OpenGL Polygons must be simple • OpenGL Polygons must be convex (a) simple, but not convex TR1 = p0, p1, p2 convex TR2 = p1, p2, p3 Strip = p0, p1, p2, p3, p4,… (b) non-simple 9 10 Material Properties: Color Primitives: Material Properties • glColor3f (r, g, b); Red, green & blue color model color, transparency, reflection
    [Show full text]
  • Powervr Hardware Architecture Overview for Developers
    Public Imagination Technologies PowerVR Hardware Architecture Overview for Developers Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind. Redistribution of this document is permitted with acknowledgement of the source. Filename : PowerVR Hardware.Architecture Overview for Developers Version : PowerVR SDK REL_18.2@5224491 External Issue Issue Date : 23 Nov 2018 Author : Imagination Technologies Limited PowerVR Hardware 1 Revision PowerVR SDK REL_18.2@5224491 Imagination Technologies Public Contents 1. Introduction ................................................................................................................................. 3 2. Overview of Modern 3D Graphics Architectures ..................................................................... 4 2.1. Single Instruction, Multiple Data ......................................................................................... 4 2.1.1. Parallelism ................................................................................................................ 4 2.2. Vector and Scalar Processing ............................................................................................ 5 2.2.1. Vector ....................................................................................................................... 5 2.2.2. Scalar ....................................................................................................................... 5 3. Overview of Graphics
    [Show full text]
  • Radeon GPU Profiler Documentation
    Radeon GPU Profiler Documentation Release 1.11.0 AMD Developer Tools Jul 21, 2021 Contents 1 Graphics APIs, RDNA and GCN hardware, and operating systems3 2 Compute APIs, RDNA and GCN hardware, and operating systems5 3 Radeon GPU Profiler - Quick Start7 3.1 How to generate a profile.........................................7 3.2 Starting the Radeon GPU Profiler....................................7 3.3 How to load a profile...........................................7 3.4 The Radeon GPU Profiler user interface................................. 10 4 Settings 13 4.1 General.................................................. 13 4.2 Themes and colors............................................ 13 4.3 Keyboard shortcuts............................................ 14 4.4 UI Navigation.............................................. 16 5 Overview Windows 17 5.1 Frame summary (DX12 and Vulkan).................................. 17 5.2 Profile summary (OpenCL)....................................... 20 5.3 Barriers.................................................. 22 5.4 Context rolls............................................... 25 5.5 Most expensive events.......................................... 28 5.6 Render/depth targets........................................... 28 5.7 Pipelines................................................. 30 5.8 Device configuration........................................... 33 6 Events Windows 35 6.1 Wavefront occupancy.......................................... 35 6.2 Event timing............................................... 48 6.3
    [Show full text]
  • GPU-Graphics Processing Unit Ramani Shrusti K., Desai Vaishali J., Karia Kruti K
    International Journal of Innovative Research in Computer Science & Technology (IJIRCST) ISSN: 2347-5552, Volume-3, Issue-1, January – 2015 GPU-Graphics Processing Unit Ramani Shrusti K., Desai Vaishali J., Karia Kruti K. Department of Computer Science, Saurashtra University Rajkot, Gujarat. Abstract— In this paper we describe GPU and its computing. multithreaded multiprocessor used for visual computing. GPU (Graphics Processing Unit) is an extremely multi-threaded It also provide real-time visual interaction with architecture and then is broadly used for graphical and now non- graphical computations. The main advantage of GPUs is their computed objects via graphics images, and video.GPU capability to perform significantly more floating point operations serves as both a programmable graphics processor and a (FLOPs) per unit time than a CPU. GPU computing increases scalable parallel computing platform. hardware capabilities and improves programmability. By giving Graphics Processing Unit is also called Visual a good price or performance benefit, core-GPU can be used as the best alternative and complementary solution to multi-core Processing Unit (VPU) is an electronic circuit designed servers. In fact, to perform network coding simultaneously, multi to quickly operate and alter memory to increase speed core CPUs and many-core GPUs can be used. It is also used in the creation of images in frame buffer intended for media streaming servers where hundreds of peers are served output to display. concurrently. GPU computing is the use of a GPU (graphics processing unit) together with a CPU to accelerate general- A. History : purpose scientific and engineering applications. GPU was first manufactured by NVIDIA.
    [Show full text]
  • The Graphics Pipeline and Opengl I: Transformations
    The Graphics Pipeline and OpenGL I: Transformations Gordon Wetzstein Stanford University EE 267 Virtual Reality Lecture 2 stanford.edu/class/ee267/ Albrecht Dürer, “Underweysung der Messung mit dem Zirckel und Richtscheyt”, 1525 Lecture Overview • what is computer graphics? • the graphics pipeline • primitives: vertices, edges, triangles! • model transforms: translations, rotations, scaling • view transform • perspective transform • window transform blender.org Modeling 3D Geometry Courtesy of H.G. Animations https://www.youtube.com/watch?v=fewbFvA5oGk blender.org What is Computer Graphics? • at the most basic level: conversion from 3D scene description to 2D image • what do you need to describe a static scene? • 3D geometry and transformations • lights • material properties • most common geometry primitives in graphics: • vertices (3D points) and normals (unit-length vector associated with vertex) • triangles (set of 3 vertices, high-resolution 3D models have M or B of triangles) The Graphics Pipeline blender.org • geometry + transformations • cameras and viewing • lighting and shading • rasterization • texturing Some History • Stanford startup in 1981 • computer graphics goes hardware • based on Jim Clark’s geometry engine Some History The Graphics Pipeline • monolithic graphics workstations of the 80s have been replaced by modular GPUs (graphics processing units); major companies: NVIDIA, AMD, Intel • early versions of these GPUs implemented fixed-function rendering pipeline in hardware • GPUs have become programmable starting in the
    [Show full text]
  • Realtime–Rendering with Opengl the Graphics Pipeline
    Realtime{Rendering with OpenGL The Graphics Pipeline Francesco Andreussi Bauhaus{Universit¨atWeimar 14 November 2019 F. Andreussi (BUW) Realtime{Rendering with OpenGL 14 November 2019 1 / 16 Basic Information • Class every second week, 11:00{12:30 in this room, every change will be communicate to you as soon as possible via mail • Every time will be presented an assignment regarding the arguments covered by Prof. W¨uthrichand me to fulfil for the following class. It is possible (and also suggested) to work in couples • The submissions are to be done through push requests on Github and the work has to be presented in person scheduling an appointment with me Delays in the submissions and cheats (e.g. code copied from the Internet or other groups) WILL NOT be accepted! If you find code online DO NOT COPY IT but adapt and comment it, otherwise I have to consider it cheating and you will be rewarded with a 5.0 For any question you can write me at francesco.andreussi@uni{weimar.de F. Andreussi (BUW) Realtime{Rendering with OpenGL 14 November 2019 2 / 16 Graphics Processors & OpenGL A 3D scene is made of primitive shapes (i.e. points, lines and simple polygons), that are processed by the GPU asynchronously w.r.t. the CPU. OpenGL is a rendering library that exposes some functionality to the \Application level" and translates the commands for the GPU driver, which \speaks" forwards our directives to the graphic chip. Fig. 1: Communications between CPU and GPU F. Andreussi (BUW) Realtime{Rendering with OpenGL 14 November 2019 3 / 16 OpenGL OpenGL is an open standard and cross-platform API.
    [Show full text]
  • Interactive Computer Graphics Stanford CS248, Winter 2020 All Q
    Lecture 18: Parallelizing and Optimizing Rasterization on Modern (Mobile) GPUs Interactive Computer Graphics Stanford CS248, Winter 2020 all Q. What is a big concern in mobile computing? Stanford CS248, Winter 2020 A. Power Stanford CS248, Winter 2020 Two reasons to save power Run at higher performance Power = heat for a fxed amount of time. If a chip gets too hot, it must be clocked down to cool off Run at sufficient performance Power = battery Long battery life is a desirable for a longer amount of time. feature in mobile devices Stanford CS248, Winter 2020 Mobile phone examples Samsung Galaxy s9 Apple iPhone 8 11.5 Watt hours 7 Watt hours Stanford CS248, Winter 2020 Graphics processors (GPUs) in these mobile phones Samsung Galaxy s9 Apple iPhone 8 (non US version) ARM Mali Custom Apple GPU G72MP18 in A11 Processor Stanford CS248, Winter 2020 Ways to conserve power ▪ Compute less - Reduce the amount of work required to render a picture - Less computation = less power ▪ Read less data - Data movement has high energy cost Stanford CS248, Winter 2020 Early depth culling (“Early Z”) Stanford CS248, Winter 2020 Depth testing as we’ve described it Rasterization Fragment Processing Graphics pipeline Frame-Buffer Ops abstraction specifes that depth test is Pipeline generates, shades, and depth performed here! tests orange triangle fragments in this region although they do not contribute to fnal image. (they are occluded by the blue triangle) Stanford CS248, Winter 2020 Early Z culling ▪ Implemented by all modern GPUs, not just mobile GPUs ▪ Application needs to sort geometry to make early Z most effective.
    [Show full text]
  • Rendering Pipeline
    Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing fragment processing summary University of Freiburg – Computer Science Department – Computer Graphics - 2 Rendering the process of generating an image given a virtual camera objects light sources various techniques, e.g. rasterization (topic of this course) raytracing (topic of the course “Advanced Computer Graphics”) one of the major research topics in computer graphics rendering animation geometry processing University of Freiburg – Computer Science Department – Computer Graphics - 3 Rasterization rendering algorithm for generating 2D images from 3D scenes transforming geometric primitives such as lines and polygons into raster image representations, i.e. pixels [Akenine-Moeller et al.: Real-time Rendering] University of Freiburg – Computer Science Department – Computer Graphics - 4 Rasterization 3D objects are approximately represented by vertices (points), lines, polygons these primitives are processed to obtain a 2D image [Akenine-Moeller] University of Freiburg – Computer Science Department – Computer Graphics - 5 Rendering Pipeline processing stages comprise the rendering pipeline (graphics pipeline) supported by commodity graphics hardware GPU - graphics processing unit computes stages of the rasterization-based rendering pipeline OpenGL and DirectX are software interfaces to graphics hardware this course
    [Show full text]