Veysi ISLER, Department of Computer Engineering, Middle East Technical University, Ankara, TURKEY Spring 2011-2012.

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Presentation transcript:

Veysi ISLER, Department of Computer Engineering, Middle East Technical University, Ankara, TURKEY Spring

 Instructor: Doc. Dr. Veysi İşler (Room: A-207, Phone: 5591, isler at ceng.metu.edu.tr)  Assistant: Ümit Ruşen Aktaş(Room: A-206, Phone:5545, rusen at ceng.metu.edu.tr)

 Lecture Schedule: Tuesday 10:40, 11:40 (BMB-5) and Wednesday 10:40 (BMB-5)  Web Page:  Newsgroup: news://news.ceng.metu.edu.tr/metu.ceng.course.469 news://news.ceng.metu.edu.tr/metu.ceng.course.469

 Surfaces & Multiresolution Modelling  Ray-Tracing Method & Acceleration Structures  Radiosity Method  Introduction to GPU Programming  Volume rendering  Special Effects (Rain, Snow, Explosions, etc.)  Image Based Rendering  Overview of Game Development Pipeline

 40% - Pop Quizes  40% - Programming Assignments (each 10%)  20% - Final Exam  Letter grading as in academic catalogue.

WeekDateActivity/TopicAssignments 121/02/2012 Introduction 22/02/2012Introduction to Unity 3D 228/02/2012 Parametric Surface Representation 29/02/2012Introduction to Unity 3DAnnouncing PA1 306/03/2012 Multi-Resolution Modeling 07/03/2012Introduction to Unity 3D 413/03/2012 Surface Detail: Texture Mapping, Bump Mapping etc. 14/03/2012Texture & Environment Mapping on Terrain in Unity 3DPresenting PA1 520/03/2012 Surface Detail: Texture Mapping, Bump Mapping etc. 21/03/2012Texture & Environment Mapping on Terrain in Unity 3D 627/03/2012 Radiosity Method 28/03/2012Radiosity for Architectural Visualization in Unity 3DAnnouncing PA2 703/04/2012 Radiosity Method 04/04/2012Radiosity for Architectural Visualization in Unity 3D

810/04/2012 Ray-Tracing and Speed-up Techniques 11/04/2012Ray Tracing in Unity 3DPresenting PA2 917/04/2012 Ray-Tracing and Speed-up Techniques 18/04/2012Ray Tracing in Unity 3D 1024/04/2012 Volume rendering 25/04/2012Volume Rendering of Medical Data in Unity 3DAnnouncing PA3 1101/05/2012 Volume Rendering 02/05/2012Volume Rendering of Medical Data in Unity 3D 1208/05/2012 Special Effects and particles: explosion 09/05/2012Snow and dust as particles in Unity 3DPresenting PA3 1315/05/2012 Special Effects and particles: rain, snow 16/05/2012Snow and dust as particles in Unity 3DAnnouncing PA4 1422/05/2012 Image Based Rendering 23/05/2012Other advanced features of Unity 3DPresenting PA4

 Various Applications:  Games  Visualization  Design  Immersive environments

 Massively Multiplayer Online Games or  Military Serious Games  Hundreds or thousands of players  A persistent virtual environment  Distributed over the Internet  Near real time  Physics  AI İstanbul K.V. MMOG

 Approaches (for rendering and animation)  Efficient and optimized  e.g. ray surface intersection [Arvo and Kirk 1987]  Preprocessing  e.g. spatial subdivision, bounding volumes [Levoy 1990]  Parallel/Distributed  e.g. Data parallelism, stream processing.

PREPROCESSING

 General Purpose Parallel Architectures (e.g. MIMD, SIMD) [Isler 1995]  Custom HW [Olano and Lastra 1998]  GPU [Es 2006]  Two major issues:  Load Balancing  Communication Overhead

Texture / Buffer Texture / Buffer Vertex Geometry Fragment CPU Displayed Pixels Displayed Pixels

 Vertex Processor  World-Viewing Transformation  Lighting calculation for each vertex  Multiple vertices in parallel  Fragment processors  Fragment: pixel with its associated data  Compute a color intensity for each pixel  Multiple fragments in parallel

 Geometry Processor  Execute vertex geometry and fragment programs  Operate on geometric primitives such as lines or triangles  Multiple in parallel

 Fundamental data structure is a fixed- size 2D array  GPU data structures require parallel read/write  Access patterns must match storage layout  Conditionals are costly

 Each node has different processing capability and function  Application should be mapped to the heterogenous infrasturcture  Data might be distributed

 Utilization?  Load Balancing?  More than one application?  Interleaving the computation and the display?

 Required for multiuser and collaboration applications over wide areas [Zyda 1994]  A single virtual environment for a group of users  Exchange updates  Dead Reckoning (next slide)

Player A Sends Update Here Player B Player A is here 100 ms later Update arrives after 100 ms Michael Zydahttp://gamepipe.isi.edu Michael Zyda,

Simulation Engine Components AI Physics Audio Graphics Networking + I/O Engine

 Scalability?  Caching of the data?  Managing the shared states?  Remote Rendering Pipeline?  Interoperability between different worlds?

 Evolution of hardware is in the direction of multi-core and GPU combination  Graphics applications require more computational power as provided  “Sky is the limit!” for model resolution and realism!  Problems cannot be solved only graphics knowledge although it is critical.

Thank you! ?

[Arvo and Kirk 1987] [Levoy 1990] [Zyda 1994] [Aykanat, Isler and Ozguc 1995] [Olano and Lastra 1998] [Ozutam and Oguztuzun 1999] [ Luebke 2005] [Schmalstieg 2005] [Craig Peeper] [Encarnação 2006] [Es and Isler 2006]