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Chris Kerkhoff Matthew Sullivan 10/16/2009
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Shaders are simple programs that describe the traits of either a vertex or a pixel. Shaders replace a section of video hardware that's typically called the Fixed Function Pipeline (FFP). The FFP performs lighting and texture mapping in a hard-coded manner, while shaders let you replace this hard-coded approach with a programmable one.
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Pixel Calculates actual color for a pixel Vertex Projects 3D points onto 2D plane (the viewport) and calculates Z depth Geometry Modifies existing 3D meshes or creates new ones from formulas
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The CPU sends instructions and geometry data to the GPU. Within the vertex shader, the geometry is transformed and lighting calculations are performed. If a geometry shader is in the graphic processing unit, some changes of the geometries in the scene are performed. The calculated geometry is triangulated (subdivided into triangles). Triangles are transformed into pixel quads (one pixel quad is a 2 × 2 pixel primitive).
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Real world optics and lighting are far too complex for even the fastest computers Ray tracing which is state of the art for 3D graphics is still too complex to run in realtime for scenes of a high enough complexity to look real Shaders are written to apply transformations to a large set of elements at a time Modern GPUs have multiple shader pipelines
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The only type of Shader that actually shades anything Takes a color from a texture map and modifies by the effect of various light sources on the surface A simplified model is: Ambient+Lambertian+Specular Ambient is fake light to avoid the need for environmental lighting to fill in shadow Lambertian represents the coloring of a perfectly diffuse (or flat) surface Specular highlighting is the result of a perfectly glossy surface; the real world is combination of the two.
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Large Frame Buffer Complicated Pipeline It’s fixed-function But we can specify shader programs that execute in certain pipeline stages
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No random-access memory writes Can write to current pixel in frame buffer Can’t create data structures Can’t traverse data structures Can hack it using texture accesses Hard to share data between main program and shader programs Weird programming language HLSL (High Level Shader Language, similar to Cg)
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Manipulate vertices and textures Implement oversampling and interpolation techniques Most of these computations involve matrix and vector operations Good for Scientists and Engineers
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GLSL (OpenGL Shading Language)in OpenGL (1.5+) HLSL (High Level Shader Language) in Microsoft Direct3D API (Direct3D 9+) Cg (C for Graphics) developed by Nvidia for programming vertex and pixel shaders
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Early video cards had dedicated processors for different shaders (Vertex, Geometry, Pixel) This simplified the hardware requirements for each type but was inflexible Modern video cards (DirectX 10 and newer; GeForce 8xxx+, Radeon HD) have universal shaders which can be assigned to the different functions at the discretion of the programmer.
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There are a few early programs that attempted to use dedicated shaders for GPGPU, but the limitations make this very challenging and inefficient Universal shaders with their increased flexibility allowed for GPGPU to really take off
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http://graphics.cs.williams.edu/archive/Sweeney HPG2009/TimHPG2009.pdf http://graphics.cs.williams.edu/archive/Sweeney HPG2009/TimHPG2009.pdf http://wapedia.mobi/en/Shader_Model http://wapedia.mobi/en/Shader_Model http://www.absoluteastronomy.com/topics/Pixel _shader http://www.absoluteastronomy.com/topics/Pixel _shader http://en.wikipedia.org/wiki/Shaders http://en.wikipedia.org/wiki/Shaders http://en.wikipedia.org/wiki/Shader_%28realtim e,_logical%29 http://en.wikipedia.org/wiki/Shader_%28realtim e,_logical%29 http://my.opera.com/Vorlath/blog/2008/01/22/ opengl-pixel-shaders-and-why-the-future-of- software-depends-on-it http://my.opera.com/Vorlath/blog/2008/01/22/ opengl-pixel-shaders-and-why-the-future-of- software-depends-on-it
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