GPU and Effects Graphics pipeline Programmable shaders Special effects.

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Presentation transcript:

GPU and Effects Graphics pipeline Programmable shaders Special effects

Graphics pipeline Vertex shader Clipping Modeling Transform Vertex illumination View transform Clipping Scanconversion (rasterization) Fill pixels covered by triangle projection Propagate R,G,B,Z,u,v,N Pixel shader Set/test masks (stencils) Read/write/use texture Visibility: if (z OP zbuff) {do this:}; Display

Storage per pixel R,G,B: 8 bits each Z: 24 bits Stencil planes: 8 bits

Programming shaders Cg language (Nvidia), and others Data flow architecture No loops, limited branching Vertex shader and pixel shaders are separated No communication between pixels Can use texture memory to store/retrieve info

Missing effects Shadows Reflections Color bleeding Transparency Sub-surface scattering Fog … others?

Shadows Shadows add realism and help disambiguate relative position

Surface weathering Shaders may be used to implement weathering effects (rust…)

Transparency (translucency) Opacity increases with thickness (volume translucency) or with the number of surfaces stabbed (surface translucency)

Glass absorption and scattering

Scattering Model the scattering of light inside the object

Sub-surface diffusion for faces Important to add realism

Fog, smoke