Download presentation
Presentation is loading. Please wait.
Published byGillian Esther Montgomery Modified over 9 years ago
1
Computer Graphics 3 Lecture 2: 3D Graphics and Evolution Benjamin Mora 1 University of Wales Swansea Pr. Min Chen Dr. Benjamin Mora
2
60’s 2 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1959 : De Casteljau Algorithm Smooth curve modelling for car designs
3
60’s 3 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1960 : Computer Graphics Term By William Fetter
4
60’s 4 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1962 : Bezier Curves Mathematical redefinition of De Casteljau algorithm. Automobile Context.
5
60’s 5 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1962 : Bresenham Algorithm Draw lines on Raster Displays
6
70’s 6 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1970’s : Evans and Sutherland Computers Graphics Oriented Computers 1971 : Gouraud Shading Better shading 1972 : Pong http://www.sirgalahad.org/paul/sw/winlock/img/pong.png
7
70’s 7 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1973 : Phong Shading Published in Phong Thesis. Illumination model + interpolation technique http://en.wikipedia.org/wiki/Phong_shading 1974 : Edwin Catmull Thesis -Z-buffering -Texturing -Catmull-Rom Splines 1976 : Future World movie Used Computer Graphics effects.
8
70’s 8 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1978 : Catmull-Clark and Doo- Sabin subdivisions 1978 : Space invaders 1979 : Catmull launches Pixar
9
80’s 9 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware & Entertainment 1980 : Pacman http://www.geekrant.org/files/2006/pacman-hide.png 1982 : SGI created by Jim Clark -IRIS 1000 (84) -Indigo, Indy, Octane Series will follow. -IRIX OS 1980’s : More Computer Games. 8-16-32 bits consoles. Sprites used. 1984 : Commodore 64. 6510 1 MHz 1985 : Amstrad CPC 464, 664, 6128. Z80@4 MHz 1985 : Atari 520 st. Amiga 1000. Motorola 68K. 7.16 MHz 16/32 bits. Co-processors, Blitter, Line drawing, area filling.
10
80’s 10 Benjamin Mora University of Wales Swansea 19601970198019902000 Software 1984 : J. Kajiya. & Von Herzen. Ray- Tracing Volume Densities. Realistic Volume rendering 1984 : Goral et al. Radiosity. (Global Illumination for diffuse only surfaces) 1988 : Marc Levoy: Display of surfaces from Volume Data. Efficient shading for volume rendering 1986 : J. Kajiya. The Rendering Equation. First General Global Illumination Algorithm 1987 : Lorensen & Cline: Marching Cube algorithm. Triangularization of an isosurface
11
90’s 11 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1991 : Terminator 2. CG made characters 1992 : Wolfeinstein 3D Ray-Casting 1993 : Doom. Improved graphics. 1990’s : Graphics API’s. GDI, DirectX (1995), Glide (3D FX). 1992 : OpenGL 1.0 (SGI). 1991 : S3 Graphics. 2D accelerator cards for PCs 1995 : 3D accelerators. S3 Virge. ATI Rage. Matrox Mystique 1995 : PCs more powerful than consoles and other Computers
12
90’s 12 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 1996 : Voodoo 3D Fx accelerator cards for PCs Faster than anything else 1996 : SGI buys Cray 1997 : Instant Radiosity technique by A. Keller. Hardware accelerated Global Illumination 1995 : Toy Story by Pixar First full CG movie.
13
90’s 13 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Entertainment 1998 : Antz (Dreamworks) & A bug’s life (pixar). Better Graphics and Animations 1998 : Voodoo 2 SLI 1999 : Voodoo 3, NVidia Riva TNT 2, ATI Rage 128, Matrox G400 ~Same power Direct 3D 5,6 1999 : Geforce 256 Transform and Lightning Direct3D 7 compatible
14
2000’s 14 Benjamin Mora University of Wales Swansea 19601970198019902000 Hardware Software Entertainment 2001 : Final Fantasy More realism than ever before From 2000 : Arm Race Between ATI and NVidia
15
DirectX 10: Displaced Subdivision 15 Benjamin Mora University of Wales Swansea Images © Fantasy Lab and Wizards of the Coast From GDC’06 slides made by Peter-Pike Sloan, Microsoft Corporation
16
NVidia Series: Vertices/S and Transistors 16 Benjamin Mora University of Wales Swansea September 1999November 2006 Millions Vertices/S Millions Transistors
17
NVidia Series: Texels/S 17 Benjamin Mora University of Wales Swansea September 1999November 2006 Millions Texels/S
18
NVidia Series: GFlops (Source NVidia) 18 Benjamin Mora University of Wales Swansea GFLOPS G80 = GeForce 8800 GTX G71 = GeForce 7900 GTX G70 = GeForce 7800 GTX NV40 = GeForce 6800 Ultra NV35 = GeForce FX 5950 Ultra NV30 = GeForce FX 5800
19
Trends in GPU Evolution, NVidia 19 Benjamin Mora University of Wales Swansea TNT 2 GeForce 256 GeForce 2-3 GeForce 3 GeForce fx GeForce 6800 GeForce 8800 GP-GPU Purpose CUDA DirectX 10 GeForce GT2xx Double Precision 1 TFlop
20
Top of the range graphics cards 20 Benjamin Mora University of Wales Swansea ATI 4870X2 NVidia GT280 Pictures from www.anandtech.com
21
GeForce 8800 Unified Architecture 21 Benjamin Mora University of Wales Swansea L2 FB SP L1 TF Thread Processor Vtx Thread Issue Setup / Rstr / ZCull Geom Thread IssuePixel Thread Issue Data Assembler Host SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF SP L1 TF L2 FB L2 FB L2 FB L2 FB L2 FB From David B. Kirk, “Types of Parallelism”, NVidia
22
GeForce GT280 Unified Architecture 22 Benjamin Mora University of Wales Swansea 1.4 Billions transistors 140 GB/s memory Bandwidth 240 cores @ 1.3 GHz. ~ 1 TFlops 8x00 Series 9x00 Series GT2x0 Series
23
ATI graphics cards 23 Benjamin Mora University of Wales Swansea Top of the range: 4870 : 10 SIMD units 800 proc. @750 MHz. 956 Millions transitors. 1.2 TFlops (MADDs). 115 GB/s. 4870 X2: twice the processors and twice the memory.
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.