PPT-3D Graphics Rendering Pipeline

Author : mitsue-stanley | Published Date : 2016-12-20

CS 490006582001 Technical Background Page 11 Coordinates Transformation CS 490006582001 Technical Background Page 12 Objects are typically created in their local

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3D Graphics Rendering Pipeline: Transcript


CS 490006582001 Technical Background Page 11 Coordinates Transformation CS 490006582001 Technical Background Page 12 Objects are typically created in their local spaces We need to bring them into the common . with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . CSE 190 [Spring 2015]. , Lecture . 11. Ravi Ramamoorthi. http://. www.cs.ucsd.edu. /~. ravir. To Do . Assignment 2 due May 15. Should already be well on way. . Contact us for difficulties. . etc. .. Patrick Cozzi. University of Pennsylvania. CIS 565 - Spring . 2012. Announcements. Homework . 5 . Due today. In-class quiz . this Wednesday. Monday, 04/23. No class. Wednesday, 04/25. Project presentations, 9am-12pm, 307 Towne. Lecture #2. HowItWorks : 3D Graphics. SOPA & PIPA dead (for now). Tension still exists – reason bills were introduced still relevant (piracy of copyrighted content) but most agree bill over-reached. . Ling-Qi Yan. 1. , . Yahan. Zhou. 2. , Kun Xu. 1. , . Rui. Wang. 2. 1. Tsinghua University. 2. . University . of . Massachusetts. PG 2012. Pacific Graphics 2012. Motivation. Natural illumination. Graphics. CMSC 435/634. 1. Graphics Areas. “. Core. ”. graphics areas. Modeling. Rendering. Animation. Other areas which draw on computer graphics. User Interaction. Virtual Reality. Visualization. Windows 8 and your app. Shai Hinitz. Sr. Program Manager, Windows Games. 3-112. Windows 8 graphics overview. Graphics development language options. Migrating your graphics to WinRT. Case Study: Cat in the Hat by . 劉哲宇. ,. Liou. . Jhe. -Yu. Outline. GPU Architecture history. Taxonomies for Parallel . Rendering. Tile-based rendering. Fixed function pipeline . Separated . shader. architecture. Unified . shader. . Sub-Surface Scattering. CSE 781. Prof. Roger Crawfis. Subsurface . Scattering: Translucency. Light . enters and leaves at . different. locations on the surface. bounces around . (scatters) inside. with mantle. Johan Andersson – Electronic Arts. DX11. Mantle. Avg: 78 fps. Min: 42 fps. Core i7-3970x, AMD Radeon R9 290x, 1080p ULTRA. Avg: 120 fps. Min: 94 fps. +58%!. Bf4 mantle goals. Goals:. Significantly . What You’ll see. Interactive. 3D computer graphics. Real-time. 2D, but mostly 3D. OpenGL. C/C (if you don’t know them). The math behind the scenes. Shaders. Simple and not-so-simple 3D file formats (OBJ and FBX). Chapter 8. :. The. Rendering. Pipeline. Interactive Computer Graphics. Chapter 8 - . 2. Overview. Vertex processing. : normalization, . transformations, lighting, projection. Clipping and primitive assembly clipping. What You’ll see. Interactive. 3D computer graphics. Real-time. 2D, but mostly 3D. OpenGL. C/C (if you don’t know them). The math behind the scenes. Shaders. Simple . and not-so-simple 3D . file . 1. Graphics Areas. “. Core. ”. graphics areas. Modeling. Rendering. Animation. Other areas which draw on computer graphics. User Interaction. Virtual Reality. Visualization. Image Processing. 3D Scanning.

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