1 / 38

Perspective

Perspective. y s = y g (n/ z g ). y s = y r (n/ z r ). y r. y s. y g. aperture. z g. z r. n. Perspective Matrix. homogenize. =. y s = y g (n/ z g ). compare:. Example Camera. contains: position (vector) forward direction (vector) up direction (vector)

oya
Download Presentation

Perspective

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Perspective ys = yg (n/zg) ys = yr (n/zr) yr ys yg aperture zg zr n

  2. Perspective Matrix homogenize = ys = yg (n/zg) compare:

  3. Example Camera • contains: • position (vector) • forward direction (vector) • up direction (vector) • Want to be able to swing the camera sideways, up and down, spin (roll), plus move

  4. Player control • With forward and up known as part of camera, can change position easily • move forward: x(t+dt) = x(t) + f(t)*s*dt • s = speed, f(t) = forward direction at time t • can get sideways vector as u x f (cross product) • moving sideways uses same principle as moving forward, just direction differs

  5. Describing orientation • Store orientation as quaternion q • Update forward, up directions using current q • rotation of initial forward f0, initial up u0 • say p = (0,f0), q’ = conjugate of q • for q = (s,v), q' = (s,-v) • f = vector(qpq’) • In XNA, f = Vector.Transform(f0, q)

  6. Shaders Custom calculations on vertices and pixels

  7. Introduction to Shaders • with the fixed functionality in old graphics cards, you were restricted to texture and the 3-term lighting model • BasicEffect more or less does this • Pixel information was interpolated to vertices • Now, custom shader programs • vertex shaders • pixel shaders

  8. Vertex Shaders • act in parallel across all vertices • responsible for transforming and making initial lighting of vertex • compute temporary variables to be consumed by fragment shader • only information from one vertex available

  9. Fragment Shaders • Act in parallel across all fragments • Responsible for computing depth and color information • Only information from current fragment available – but can get information from textures, where images might be stored (multipass shaders)

  10. Shading Languages • High level shading languages available • 3 main ones: • Cg (NVIDIA's "C for graphics") • HLSL (MS's "high level shading language") • GLSL (OpenGL's shading language) • All quite similar, differ in details of API

  11. The Graphics Pipeline Transformations & Lighting Vertex Shading Clipping Rasterization and Interpolation Texturing Pixel Shading Frame Buffer Operations

  12. Vertex Shaders • Replaces fixed functionality of vertex processor • Normally get: • vertex transformation • normal transformation • illumination • Now, can write programs that do anything • same program on all vertices

  13. Vertex Shaders • Input: • Built-in attributes • color • normal • position • texture coordinate • User-defined attributes • Texture maps

  14. Vertex Shaders • Transform and light a single vertex • Output: • position • color • user-defined variables (for fragment shader)

  15. Vertex Shaders • Transform and light a single vertex • Output: • position • color • user-defined variables (for fragment shader)

  16. Vertex Shader • Changing vertex position in a shader • create simple animations • Use time as input, compute x(t), θ(t) • perform displacement mapping (to mesh resolution) • Generally, modify the geometry at runtime

  17. Rasterization and Interpolation • Turns the space between vertices into fragments • Computes input values for fragments by interpolating values from vertices

  18. Pixel Shader • Operates on fragments • Input: • color • texture coordinates • user-defined variables (from vertex shader) • texture maps • Cannot access other pixels • although, texture can be exploited for this

  19. Pixel Shader • Output: • color (RGBA) • depth • Note, cannot change position at this point • But, can compute color in sophisticated way, in parallel at each pixel

  20. Shader input • Previously mentioned inputs available per-vertex (per-pixel) • Also have shader parameters that can be set (like global variables) • E.g., direction of sun, location of viewer (same for all primitives) • E.g., specific parameters (material glossiness, what texture to use)

  21. Phong and Gouraud Shading • Traditional Gouraud shading: per-vertex lighting, interpolated to pixels • Various problems: • Visible mesh boundaries • Strange effects at low mesh resolution • Phong shading: normals interpolated, per-pixel lighting: done in pixel shader

  22. Render to Texture • Shaders are “memoryless” • Also, limit to how many instructions in shader (varies with card) • Can render display buffer to texture, then use texture as input to later (or same) shader • Or, just display texture on object • eg, mirror

  23. Render to Texture • Simple postprocessing effects: • render to texture • apply pixel shader involving texture • draw texture to screen • Create quad covering screen, apply texture • Color modification, darken/brighten, fade/dissolve

  24. Shaders in XNA • Write a single .fx file with: • list of shader parameters • structure definitions for shader I/O • vertex shader • pixel shader • technique and pass definition

  25. Data flow Vertex Shader Vertex Shader Input Pixel Shader Pixel Shader Input Pixel Shader Output

  26. Shader I/O Semantics • Markers that suggest how data is passed into and out of the shaders • e.g., put "position" data in POSITION semantic • Example vertex shader input: structvs_in { float4 pos : POSITION0; float4 col : COLOR0; };

  27. Available semantics • Differ depending on what the structure is • position semantic not available for pixel shader output, for example • TEXCOORD semantic for user-defined variables • Can be used multiple times: TEXCOORD0 for first, then TEXCOORD1, TEXCOORD2...

  28. Vertex Shader Input Semantics • POSITION – vertex location in space • COLOR – for the vertex color • NORMAL – surface normal • TEXCOORD – texture coordinates, also "generic" • PSIZE – point size (used with point sprites, chiefly for particle system effects)

  29. Vertex Shader Output Semantics • subset of the inputs • POSITION • COLOR • TEXCOORD • PSIZE

  30. Pixel Shader Input Semantics • Only COLOR and TEXCOORD are allowed • Note: considered good practice to use vertex shader output as pixel shader input – but permitted semantics different! • notably, POSITION required for vs_out, prohibited by ps_in • "Illegal" semantics ignored by compiler in definition, but DO NOT USE in ps code

  31. Pixel Shader Output Semantics • COLOR • DEPTH – depth value for depth test • In routine operation, one color value (ultimate pixel color) and one depth value • Can have more outputs if multipassshader, unconventional operation

  32. Techniques and Passes technique mytechnique { // one or more passes, ordinarily one pass mypass { vertexshader = compile vs_1_1 myvs(); pixelshader = compile ps_2_0 myps(); } }

  33. Shader Code • Written in C-like HLSL • if, for, = for assignment... • scalar, vector, and matrix types • int, float • float2, float3, float4 • float4x4 • Texture type (2D texture)

  34. Intrinsic Functions • Some functions are built in • Various mathematical functions • math (exp, pow, log) • trigonometric (sin, cos, tan, asin...) • vector (dot, cross) • "housekeeping" (clamp, lerp, abs, max) • Functions for dealing with texture • Partial list (common ones) in textbook

  35. Shader Code • Take control of the pipeline • Very abstract right now, but examples to come in the following weeks • texture • procedural texture • basic lighting (Phong shading) • specialized lighting • particle systems

  36. Connecting your Shader • Use is similar to the BasicEffect • May need a custom vertex format, if your vertex shader input is different from all existing vertex formats • Set all your parameters • Link to project, configure, and invoke in Draw()

  37. Recap • Can program parts of the graphics pipeline • vertex shader • output is position, color, texture coordinates • pixel shader • output is color • for XNA, use HLSL, a C-like language with many built-in functions

  38. Recap • Things to know: • graphics pipeline • tasks of vertex and pixel shaders • rasterization and interpolation • vertex and pixel shader input and output semantics • To learn by practice: writing your own shaders

More Related