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Computer Graphics 3 Lecture 6: Other Hardware-Based Extensions Benjamin Mora 1 University of Wales Swansea Dr. Benjamin Mora.

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Presentation on theme: "Computer Graphics 3 Lecture 6: Other Hardware-Based Extensions Benjamin Mora 1 University of Wales Swansea Dr. Benjamin Mora."— Presentation transcript:

1 Computer Graphics 3 Lecture 6: Other Hardware-Based Extensions Benjamin Mora 1 University of Wales Swansea Dr. Benjamin Mora

2 Multiple Render Targets/Draw arrays 2 Benjamin Mora University of Wales Swansea Can output several colors per pixel. Application : Deferred shading.

3 High Dynamic Range 3 Benjamin Mora University of Wales Swansea 10, 16, 32 bits pixel color precision. Lighting with higher dynamic range. –Previously dealing with clamped colors. www.tomshardware.com

4 Render-To-Texture 4 Benjamin Mora University of Wales Swansea For Multi-pass renderings. Different extensions. Allows mapping the current frame buffer directly into a texture. –Previous approach needed a copy into main memory. Application: Mirroring, shadow mapping, etc…

5 DirectX 5 Benjamin Mora University of Wales Swansea

6 History 6 Benjamin Mora University of Wales Swansea Introduced in 1995 with Windows95. With DOS, the programmer had to take into consideration the different devices in his code. –Standardization of the APIs. Different parts: –Direct show, DirectInput, DirectPlay, DirectSound, DirectMusic, Direct3D… Direct3D quickly competed with OpenGL. –Fast evolutions. –Fahrenheit (Merging GL and D3D) in 1998 was a failure

7 History 7 Benjamin Mora University of Wales Swansea Communications with hardware are made through device drivers. –The OS maker creates the driver specifications (or API) for the different devices supported. –The hardware manufacturer implements the drivers (respecting the specs). –The lambda programmer uses the API functions to get access to the hardware functionalities. As such, the OS maker can give a trend to the technology. 8 major releases between 1995-2002. 2 major releases between 2003-2007.

8 Direct3D 10 8 Benjamin Mora University of Wales Swansea DirectX 10 Introduced with Vista. –Not Available under XP. –Virtual Memory model for graphics memory. Picture 1: DirectX®10 (Crysis) Picture 2: DirectX®9 (Halo: Combat Evolved) http://www.gamesforwindows.com/en-US/AboutGFW/Pages/DirectX10.aspx

9 Direct3D 10 9 Benjamin Mora University of Wales Swansea Resources: –http://msdn.microsoft.com/DirectXhttp://msdn.microsoft.com/DirectX Samples and tutorials. –NVidia DirectX 10 SDK Samples, demos, white papers, etc…

10 DirectX 9 VS DirectX 10 10 Benjamin Mora University of Wales Swansea

11 Direct3D 10 Novelties 11 Benjamin Mora University of Wales Swansea New driver model. More hardware consistency. –More effort is to be made by manufacturers. –Better for developers. Geometry shaders. –Big thing. –The 3D programmers have been waiting for such a thing for a long time. –(Limited) Animations. –Displacement maps. –Particle effects, fur, water,… –Surface subdivision algorithms, Marching cubes, etc… –Shadow volumes.

12 Direct3D 10 Novelties 12 Benjamin Mora University of Wales Swansea Displacement maps:

13 Particles 13 Benjamin Mora University of Wales Swansea http://194.71.11.70/pub/games/PC/guru3d/generic/r6/04_CoJDX10- RealismThroughGeometryShader.jpg

14 Fire 14 Benjamin Mora University of Wales Swansea http://www.trustedreviews.com/graphics/review/2007/08/23/DirectX-10-the-Good-the-Bad-and-the-Pretty/p10 World In Conflict

15 Direct3D 10 pipeline 15 Benjamin Mora University of Wales Swansea http://xtreview.com/review159.htm

16 Direct3D 10 shader model 4.0 16 Benjamin Mora University of Wales Swansea http://www.tomshardware.co.uk/what-direct3d-10-is-all-about-uk,review-1891-3.html

17 Direct3D 10 17 Benjamin Mora University of Wales Swansea Resource validation done once per application instead of once per rendered image. A lot of stuff oriented toward reducing CPU usage& communications. Unified shaders. Constant buffers. –16x4096 from a minimum of 256 –Updated in one function call. Texture arrays. –Texture atlas were used before… –Up to 8192 2 texture size. HLSL 10 –Integer and bitwise instructions. –Switch statement.

18 Direct3D 10 18 Benjamin Mora University of Wales Swansea Predicated draws. –Entirely on GPU –Equivalent to occlusion queries but does not require the CPU here. Stream out. –Geometry redirected to a buffer after geometry shaders. –No pixel shaders. Official Shadow map filtering. Single pass Render-to-cube-map. Render-to-Volume.

19 Instancing 19 Benjamin Mora University of Wales Swansea http:// msdn.microsoft.com/en-us/library/bb757042.aspx

20 Direct3D 10. Instancing 20 Benjamin Mora University of Wales Swansea Done with only a few calls. Take advantage of features like: –Texture arrays ( e.g, displacement maps ). –Constant buffers. –HLSL 10 Switch statement. http://www.driverheaven.net/re views/8800nvidiareviewx120/D X10%20TechBrief%20Late%2 0Draft%2010-23-06.pdf

21 Next: DirectX 10.1 21 Benjamin Mora University of Wales Swansea WDDM 2.1. Lower overhead. Can handle massive datasets. Full anti-Aliasing control. Float32 precision required for filtering. More multicore oriented. Cubemap arrays.

22 Next: DirectX 10.1 22 Benjamin Mora University of Wales Swansea http://www.teamati.com/DirectX%2010_1%20White%20Paper%20v0.4.pdf

23 NVidia Rain Sample/White Paper 23 Benjamin Mora University of Wales Swansea

24 Direct3D 10 Pipeline Sub-D Modeling AnimationDisplacement Map Polygon Mesh Generate LODs

25 25 Benjamin Mora University of Wales Swansea Direct3D 11 Pipeline Direct3D 10 pipeline Plus Three new stages for Tessellation Plus Compute Shader Input Assembler Vertex Shader Pixel Shader Hull Shader Rasterizer Output Merger Tessellator Domain Shader Geometry Shader Stream Output Compute Shader Data Structure

26 26 Benjamin Mora University of Wales Swansea Direct3D 11 (Microsoft, Game Fest Conf 2008) displacement map Evaluate surface including displacement domain shader patch control points Animate/skin Control Points transformed control points vertex shader Transform basis, Determine how much to tessellate control points in Bezier patch U V {W} domain points Single-pass process! Sub-D Patch Bezier Patch hull shader Tess Factors Tessellate! tessellator

27 27 Benjamin Mora University of Wales Swansea Direct3D 11 Pipeline Sub-D Modeling AnimationDisplacement Map Optimally Tessellated Mesh GPU

28 Direct3D 11 28 Benjamin Mora University of Wales Swansea Better Multithreading support. GP-GPU computing. Reducing function calls.


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