Advanced Computer Graphics to Do Motivation Real-Time Rendering
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GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Developer Tools Showcase
Developer Tools Showcase Randy Fernando Developer Tools Product Manager NVISION 2008 Software Content Creation Performance Education Development FX Composer Shader PerfKit Conference Presentations Debugger mental mill PerfHUD Whitepapers Artist Edition Direct3D SDK PerfSDK GPU Programming Guide NVIDIA OpenGL SDK Shader Library GLExpert Videos CUDA SDK NV PIX Plug‐in Photoshop Plug‐ins Books Cg Toolkit gDEBugger GPU Gems 3 Texture Tools NVSG GPU Gems 2 Melody PhysX SDK ShaderPerf GPU Gems PhysX Plug‐Ins PhysX VRD PhysX Tools The Cg Tutorial NVIDIA FX Composer 2.5 The World’s Most Advanced Shader Authoring Environment DirectX 10 Support NVIDIA Shader Debugger Support ShaderPerf 2.0 Integration Visual Models & Styles Particle Systems Improved User Interface Particle Systems All-New Start Page 350Z Sample Project Visual Models & Styles Other Major Features Shader Creation Wizard Code Editor Quickly create common shaders Full editor with assisted Shader Library code generation Hundreds of samples Properties Panel Texture Viewer HDR Color Picker Materials Panel View, organize, and apply textures Even More Features Automatic Light Binding Complete Scripting Support Support for DirectX 10 (Geometry Shaders, Stream Out, Texture Arrays) Support for COLLADA, .FBX, .OBJ, .3DS, .X Extensible Plug‐in Architecture with SDK Customizable Layouts Semantic and Annotation Remapping Vertex Attribute Packing Remote Control Capability New Sample Projects 350Z Visual Styles Atmospheric Scattering DirectX 10 PCSS Soft Shadows Materials Post‐Processing Simple Shadows -
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. -
NVIDIA Quadro P620
UNMATCHED POWER. UNMATCHED CREATIVE FREEDOM. NVIDIA® QUADRO® P620 Powerful Professional Graphics with FEATURES > Four Mini DisplayPort 1.4 Expansive 4K Visual Workspace Connectors1 > DisplayPort with Audio The NVIDIA Quadro P620 combines a 512 CUDA core > NVIDIA nView® Desktop Pascal GPU, large on-board memory and advanced Management Software display technologies to deliver amazing performance > HDCP 2.2 Support for a range of professional workflows. 2 GB of ultra- > NVIDIA Mosaic2 fast GPU memory enables the creation of complex 2D > Dedicated hardware video encode and decode engines3 and 3D models and a flexible single-slot, low-profile SPECIFICATIONS form factor makes it compatible with even the most GPU Memory 2 GB GDDR5 space and power-constrained chassis. Support for Memory Interface 128-bit up to four 4K displays (4096x2160 @ 60 Hz) with HDR Memory Bandwidth Up to 80 GB/s color gives you an expansive visual workspace to view NVIDIA CUDA® Cores 512 your creations in stunning detail. System Interface PCI Express 3.0 x16 Quadro cards are certified with a broad range of Max Power Consumption 40 W sophisticated professional applications, tested by Thermal Solution Active leading workstation manufacturers, and backed by Form Factor 2.713” H x 5.7” L, a global team of support specialists, giving you the Single Slot, Low Profile peace of mind to focus on doing your best work. Display Connectors 4x Mini DisplayPort 1.4 Whether you’re developing revolutionary products or Max Simultaneous 4 direct, 4x DisplayPort telling spectacularly vivid visual stories, Quadro gives Displays 1.4 Multi-Stream you the performance to do it brilliantly. -
Sun Opengl 1.3 for Solaris Implementation and Performance Guide
Sun™ OpenGL 1.3 for Solaris™ Implementation and Performance Guide Sun Microsystems, Inc. www.sun.com Part No. 817-2997-11 November 2003, Revision A Submit comments about this document at: http://www.sun.com/hwdocs/feedback Copyright 2003 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, California 95054, U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more of the U.S. patents listed at http://www.sun.com/patents and one or more additional patents or pending patent applications in the U.S. and in other countries. This document and the product to which it pertains are distributed under licenses restricting their use, copying, distribution, and decompilation. No part of the product or of this document may be reproduced in any form by any means without prior written authorization of Sun and its licensors, if any. Third-party software, including font technology, is copyrighted and licensed from Sun suppliers. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and in other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, SunSoft, SunDocs, SunExpress, and Solaris are trademarks, registered trademarks, or service marks of Sun Microsystems, Inc. in the U.S. and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. -
Nvidia Quadro T1000
NVIDIA professional laptop GPUs power the world’s most advanced thin and light mobile workstations and unique compact devices to meet the visual computing needs of professionals across a wide range of industries. The latest generation of NVIDIA RTX professional laptop GPUs, built on the NVIDIA Ampere architecture combine the latest advancements in real-time ray tracing, advanced shading, and AI-based capabilities to tackle the most demanding design and visualization workflows on the go. With the NVIDIA PROFESSIONAL latest graphics technology, enhanced performance, and added compute power, NVIDIA professional laptop GPUs give designers, scientists, and artists the tools they need to NVIDIA MOBILE GRAPHICS SOLUTIONS work efficiently from anywhere. LINE CARD GPU SPECIFICATIONS PERFORMANCE OPTIONS 2 1 ® / TXAA™ Anti- ® ™ 3 4 * 5 NVIDIA FXAA Aliasing Manager NVIDIA RTX Desktop Support Vulkan NVIDIA Optimus NVIDIA CUDA NVIDIA RT Cores Cores Tensor GPU Memory Memory Bandwidth* Peak Memory Type Memory Interface Consumption Max Power TGP DisplayPort Open GL Shader Model DirectX PCIe Generation Floating-Point Precision Single Peak)* (TFLOPS, Performance (TFLOPS, Performance Tensor Peak) Gen MAX-Q Technology 3rd NVENC / NVDEC Processing Cores Processing Laptop GPUs 48 (2nd 192 (3rd NVIDIA RTX A5000 6,144 16 GB 448 GB/s GDDR6 256-bit 80 - 165 W* 1.4 4.6 7.0 12 Ultimate 4 21.7 174.0 Gen) Gen) 40 (2nd 160 (3rd NVIDIA RTX A4000 5,120 8 GB 384 GB/s GDDR6 256-bit 80 - 140 W* 1.4 4.6 7.0 12 Ultimate 4 17.8 142.5 Gen) Gen) 32 (2nd 128 (3rd NVIDIA RTX A3000 -
A Qualitative Comparison Study Between Common GPGPU Frameworks
A Qualitative Comparison Study Between Common GPGPU Frameworks. Adam Söderström Department of Computer and Information Science Linköping University This dissertation is submitted for the degree of M. Sc. in Media Technology and Engineering June 2018 Acknowledgements I would like to acknowledge MindRoad AB and Åsa Detterfelt for making this work possible. I would also like to thank Ingemar Ragnemalm and August Ernstsson at Linköping University. Abstract The development of graphic processing units have during the last decade improved signif- icantly in performance while at the same time becoming cheaper. This has developed a new type of usage of the device where the massive parallelism available in modern GPU’s are used for more general purpose computing, also known as GPGPU. Frameworks have been developed just for this purpose and some of the most popular are CUDA, OpenCL and DirectX Compute Shaders, also known as DirectCompute. The choice of what framework to use may depend on factors such as features, portability and framework complexity. This paper aims to evaluate these concepts, while also comparing the speedup of a parallel imple- mentation of the N-Body problem with Barnes-hut optimization, compared to a sequential implementation. Table of contents List of figures xi List of tables xiii Nomenclature xv 1 Introduction1 1.1 Motivation . .1 1.2 Aim . .3 1.3 Research questions . .3 1.4 Delimitations . .4 1.5 Related work . .4 1.5.1 Framework comparison . .4 1.5.2 N-Body with Barnes-Hut . .5 2 Theory9 2.1 Background . .9 2.1.1 GPGPU History . 10 2.2 GPU Architecture . -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general. -
Embedded Solutions Nvidia Quadro Mxm Modules
EMBEDDED SOLUTIONS NVIDIA QUADRO MXM MODULES NVIDIA QUADRO PERFORMANCE AND PRODUCT NVIDIA QUADRO NVIDIA QUADRO NVIDIA QUADRO NVIDIA QUADRO NVIDIA QUADRO NVIDIA QUADRO FEATURES IN AN MXM FORM FACTOR FEATURE RTX 5000 RTX 3000 T1000 P5000 P3000 P1000 PNY PART NUMBER QRTX5000-KIT QRTX3000-KIT QT1000-KIT QP5000-KIT QP3000-KIT QP1000-KIT NVIDIA® Quadro® RTX (Turing™) and Pascal MXM modules GPU ARCHITECTURE NVIDIA Turing NVIDIA Pascal offer professional NVIDIA Quadro performance, features, INTERFACE MXM 3.1 SDK and API support, exacting build standards, rigorous FORM FACTOR Type-B Type-BType-A Type-BType-B Type-A quality assurance, and broad ISV application compatibility. DIMENSIONS 82 x 105 mm 82 x 105 mm 82 x 70 mm 82 x 105 mm 82 x 105 mm 82 x 70 mm PEAK FP32 PERF. 9.49 TFLOPS 5.3 TFLOPS 2.6 TFLOPS 6.4 TFLOPS 3.9 TFLOPS 1.5 TFLOPS Designed for the needs of embedded, ruggedized, or PEAK FP16 PERF. 18.98 TFLOPS 12.72 TFLOPS 4.47 TFLOPS 101.2 GFLOPS 48.6 GFLOPS 23.89 GFLOPS mobile system builders, these products make NVIDIA NVIDIA® CUDA® CORES 3072 1920 896 2048 1280 512 Quadro RTX™ real-time rendering and AI/DL/Ml capabilities RT CORES N/A 36 Not Applicable (RTX 5000 and RTX 3000) available to form factors TENSOR CORES 384 240 Not Applicable unsuited to traditional PCI Express expansion cards. GPU MEMORY 16 GB 6 GB 4 GB 16 GB 6 GB 4 GB Pascal MXM products offer superb graphics capabilities MEMORY TYPE GDDR6 GDDR5 and outstanding FP32 compute capabilities. -
High Dynamic Range Rendering on the Geforce 6800 Simon Green / Cem Cebenoyan Overview
High Dynamic Range Rendering on the GeForce 6800 Simon Green / Cem Cebenoyan Overview What is HDR? File formats OpenEXR Surface formats and color spaces New hardware features to accelerate HDR Tone mapping HDR post-processing effects Problems Floating-point specials! What is HDR? HDR = high dynamic range Dynamic range is defined as the ratio of the largest value of a signal to the lowest measurable value Dynamic range of luminance in real-world scenes can be 100,000 : 1 With HDR rendering, luminance and radiance (pixel intensity) are allowed to extend beyond [0..1] range Nature isn’t clamped to [0..1], neither should CG Computations done in floating point where possible In lay terms: Bright things can be really bright Dark things can be really dark And the details can be seen in both Fiat Lux – Paul Debevec et al. HDR rendering at work: Light through windows is 10,000s of times brighter than obelisks – but both are easily perceptible in the same 8-bit/component image. OpenEXR Extended range image file format developed by Industrial Light & Magic for movie production Supports both 32-bit and 16-bit formats Includes zlib and wavelet-based file compression OpenEXR 1.1 supports tiling, mip-maps and environment maps OpenEXR 16-bit format is compatible with NVIDIA fp16 (half) format 16-bit is s10e5 (analogous to IEEE-754) Supports denorms, fp specials range of 6.0e-8 to 6.5e4 www.openexr.com What does HDR require? “True” HDR requires FP everywhere Floating-point arithmetic Floating-point render targets Floating-point blending Floating-point -
Projective Texture Mapping with Full Panorama
EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel Volume 21 (2002), Number 3 (Guest Editors) Projective Texture Mapping with Full Panorama Dongho Kim and James K. Hahn Department of Computer Science, The George Washington University, Washington, DC, USA Abstract Projective texture mapping is used to project a texture map onto scene geometry. It has been used in many applications, since it eliminates the assignment of fixed texture coordinates and provides a good method of representing synthetic images or photographs in image-based rendering. But conventional projective texture mapping has limitations in the field of view and the degree of navigation because only simple rectangular texture maps can be used. In this work, we propose the concept of panoramic projective texture mapping (PPTM). It projects cubic or cylindrical panorama onto the scene geometry. With this scheme, any polygonal geometry can receive the projection of a panoramic texture map, without using fixed texture coordinates or modeling many projective texture mapping. For fast real-time rendering, a hardware-based rendering method is also presented. Applications of PPTM include panorama viewer similar to QuicktimeVR and navigation in the panoramic scene, which can be created by image-based modeling techniques. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing Algorithms; I.3.7 [Computer Graphics]: Color, Shading, Shadowing, and Texture 1. Introduction texture mapping. Image-based rendering (IBR) draws more applications of projective texture mapping. When Texture mapping has been used for a long time in photographs or synthetic images are used for IBR, those computer graphics imagery, because it provides much images contain scene information, which is projected onto 7 visual detail without complex models .