Development of a 3D Game Engine Nicholas Alexander Woodfield University of Connecticut - Storrs, [email protected]
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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. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Advanced Computer Graphics to Do Motivation Real-Time Rendering
To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to -
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 -
Game Engine Review
Game Engine Review Mr. Stuart Armstrong 12565 Research Parkway, Suite 350 Orlando FL, 32826 USA [email protected] ABSTRACT There has been a significant amount of interest around the use of Commercial Off The Shelf products to support military training and education. This paper compares a number of current game engines available on the market and assesses them against potential military simulation criteria. 1.0 GAMES IN DEFENSE “A game is a system in which players engage in an artificial conflict, defined by rules, which result in a quantifiable outcome.” The use of games for defence simulation can be broadly split into two categories – the use of game technologies to provide an immersive and flexible military training system and a “serious game” that uses game design principles (such as narrative and scoring) to deliver education and training content in a novel way. This talk and subsequent education notes focus on the use of game technologies, in particular game engines to support military training. 2.0 INTRODUCTION TO GAMES ENGINES “A games engine is a software suite designed to facilitate the production of computer games.” Developers use games engines to create games for games consoles, personal computers and growingly mobile devices. Games engines provide a flexible and reusable development toolkit with all the core functionality required to produce a game quickly and efficiently. Multiple games can be produced from the same games engine, for example Counter Strike Source, Half Life 2 and Left 4 Dead 2 are all created using the Source engine. Equally once created, the game source code can with little, if any modification be abstracted for different gaming platforms such as a Playstation, Personal Computer or Wii. -
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. -
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.