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Real-Time Rendering 实时绘制

Real-Time Rendering 实时绘制. 金小刚 Email: jin@cad.zju.edu.cn http://www.cad.zju.edu.cn/home/jin/course.htm 浙江大学 CAD&CG 国家重点实验室,教 I 三楼. 参考文献. Tomas Akenine-Moller, Eric Haines, “Real-Time Rendering”, Second Edition, 2002, A K Peters Ltd. ( 实时计算机图形学,普建涛译,北京大学出版社,2004年7月)

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Real-Time Rendering 实时绘制

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  1. Real-Time Rendering实时绘制 金小刚 Email: jin@cad.zju.edu.cn http://www.cad.zju.edu.cn/home/jin/course.htm 浙江大学CAD&CG国家重点实验室,教I 三楼 Xiaogang Jin16/7/2014

  2. 参考文献 • Tomas Akenine-Moller, Eric Haines, “Real-Time Rendering”, Second Edition, 2002, A K Peters Ltd.(实时计算机图形学,普建涛译,北京大学出版社,2004年7月) • Alan Watt, Fabio Policarpo, “3D Games: Real-Time Rendering and Software Technology”, 2001,Addison Wesley. • Alan Watt, Fabio Policarpo, “3D Games: Animation and Advanced Real-Time Rendering”, 2003,Addison Wesley. 要求了解:图形学基本知识 Xiaogang Jin26/7/2014

  3. 考查成绩 • 上机作业:50%编一个实时绘制的程序,选题不限。交源程序+运行程序。直接从网络上拷贝:not good! • 读书报告:50% 针对实时绘制中的某一专题写一篇自己的心得体会,4000字左右。 Xiaogang Jin36/7/2014

  4. 背 景 • 三维游戏的需求In 2002 the video game industry surpassed the film industry • 视景仿真的需求 • 图形卡的发展 • Vertex shader: replaces fixed-function transform and lighting • Pixel shader: replaces texturing stages Xiaogang Jin46/7/2014

  5. 研究内容 • Algorithms that create synthetic images fast enough that viewer can interact with a virtual environment.Algorithms underlying 3D game engines • 主要研究: 三维绘制,用户交互(User Interaction)Modeling, animation, are also important, but these topics are beyond our scope Xiaogang Jin56/7/2014

  6. 研究内容(续) • 图形加速卡的发展超越了Moore定律.1999-2002年期间,图形加速卡快了10倍 • Graphics Libraries: appear, evolve, and sometimes die out (如:3dfx’s Glide API) • Describe algorithms are likely to be used for some time to come.Avoid describing specific APIs, chips, buses, memory architectures Xiaogang Jin66/7/2014

  7. 在线资源 • Web sitehttp://www.realtimerendering.com/ • Contains link to: tutorials, demonstration programs, code samples, software libraries, book collections, and more … Xiaogang Jin76/7/2014

  8. Chapter 1. Introduction Xiaogang Jin86/7/2014

  9. 图形学发展的两个目标 • 真实感(Realistic); • 实时性(Real Time)Real time rendering is concerned with making images rapidly on the computer.The user is immersed in a dynamic process. Xiaogang Jin96/7/2014

  10. 如何度量实时? • Rate measure: frames per second (fps) • 1 fps: little sense of interactivity • 6 fps: a sense of interactivity starts to grow • 15 fps: certainly real time • 72 fps and up: in-detectable Xiaogang Jin106/7/2014

  11. 影响实时性的另一个重要因素 • 图形加速硬件从专业工作站走向家用PCSGI: King ──Selling real estateNVIDIA, ATI 主宰图形卡世界 • 虽然并非是必需的,但再许多实时应用中需要采用图形加速硬件 • GPU (Graphics Process Unit)的复杂程度已经超过CPU。 Xiaogang Jin116/7/2014

  12. The real news!!! SGI InfiniteReality (1998) vs. NVIDIA GeForce4 (2002) Metric SGI IR NVIDIA GF4 Triangles/demosec 13 million 136 million Pixels/demosec 4.8 billion Texture memory 64 MB 128 MB Programmable vertex engine? You kidding? Oh, yeah Programmable pixel engine? Get real Yeah baby Cost $100,000 $300 Xiaogang Jin126/7/2014

  13. Rate of Change • SGI: new product every 3 years • NVIDIA: new product every 6/18 months • Current commodity cards double in performance every 10 months or so • Exciting new features have been appearing at a breathtaking rate: • Programmable pipelines, floating-point support, hardware occlusion support Xiaogang Jin136/7/2014

  14. 用硬件加速进行实时绘制的一个很好的例子 青绿色的矢量为颈背部的头发 Xiaogang Jin146/7/2014

  15. Doctor Sid from the film Final Fantasy 该图采用Nvidia图形卡实时绘制,约10FPS。 Vertex Shader:用于衣服 Normal Map:用于皱纹等细节 Xiaogang Jin156/7/2014

  16. Contents Overview • Chapter 2.Graphics Rendering Pipeline(图形绘制流水线)从场景到画面的机制 • Chapter 3 . Transforms(变换)物体位置、方向、大小、形状的变换;摄像机位置和视域的变换 • Chapter 4 . Visual Appearance(视觉外观)材料、光照的定义和它们在真实表面外观中的应用;反走样,Gamma校正 Xiaogang Jin166/7/2014

  17. Contents Overview (cont) • Chapter 5.Texturing(纹理映射)实时绘制中强大的硬件加速工具 • Chapter 6 . Advanced Lighting and Shading (高级光照和着色)正确表示材料的理论和方法; 新的硬件加速特性:vertex and pixel shader; 整体光照算法 • Chapter 7 . Non-Photorealistic Rendering (非真实感绘制)Cartoon Shading Xiaogang Jin176/7/2014

  18. Contents Overview (cont) • Chapter 8.Image-Based Rendering (基于图像的绘制)多边形表示并不一定是最好的… • Chapter 9 . Acceleration AlgorithmsCulling(背面剔除), Level of Detail(层次细节),… • Chapter 10 . Pipeline Optimization找出系统性能的瓶颈,然后应用各种优化技术… Xiaogang Jin186/7/2014

  19. Contents Overview (cont) • Chapter 11.Polygonal Techniques几何数据的来源很多,需要修改、整理、简化。更简凑的表示:Triangle strips,fans,… • Chapter 12. Curves and Curved Surfaces提供了更紧凑的表示,光滑的曲面。如何取得绘制速度和质量的trade off, … • Chapter 13 . Intersection Test Methods在绘制、用户交互,碰撞检测等中都需要求交测试 Xiaogang Jin196/7/2014

  20. Contents Overview (cont) • Chapter 14.Collision Detection其在游戏中更是个关键问题 • Chapter 15. Graphics Hardware主要讨论color depth, frame buffer; Case study • Chapter 16. The Future Xiaogang Jin206/7/2014

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