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Veysi ISLER, Department of Computer Engineering, Middle East Technical University, Ankara, TURKEY Spring 2011-2012
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Instructor: Doc. Dr. Veysi İşler (Room: A-207, Phone: 5591, email:isler at ceng.metu.edu.tr) Assistant: Ümit Ruşen Aktaş(Room: A-206, Phone:5545, email:rusen at ceng.metu.edu.tr)
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Lecture Schedule: Tuesday 10:40, 11:40 (BMB-5) and Wednesday 10:40 (BMB-5) Web Page: http://www.ceng.metu.edu.tr/courses/ceng469/ http://www.ceng.metu.edu.tr/courses/ceng469/ Newsgroup: news://news.ceng.metu.edu.tr/metu.ceng.course.469 news://news.ceng.metu.edu.tr/metu.ceng.course.469
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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
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40% - Pop Quizes 40% - Programming Assignments (each 10%) 20% - Final Exam Letter grading as in academic catalogue.
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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
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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
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Various Applications: Games Visualization Design Immersive environments
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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
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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.
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PREPROCESSING
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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
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www.cs.virginia.edu/~luebke/
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Texture / Buffer Texture / Buffer Vertex Geometry Fragment CPU Displayed Pixels Displayed Pixels
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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
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Geometry Processor Execute vertex geometry and fragment programs Operate on geometric primitives such as lines or triangles Multiple in parallel
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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
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http://www.umiacs.umd.edu/research/GPU/ Each node has different processing capability and function Application should be mapped to the heterogenous infrasturcture Data might be distributed
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http://www.umiacs.umd.edu/research/GPU/
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Utilization? Load Balancing? More than one application? Interleaving the computation and the display?
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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)
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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, http://gamepipe.isi.edu
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Simulation Engine Components AI Physics Audio Graphics Networking + I/O Engine
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Scalability? Caching of the data? Managing the shared states? Remote Rendering Pipeline? Interoperability between different worlds?
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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.
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Thank you! ?
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[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] http://www.umiacs.umd.edu/research/GPU/
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