PPT-Rendering & Shaders
Author : tatiana-dople | Published Date : 2016-08-02
2 Fases Data van CPU overbrengen naar GPU Mesh data Render State Blend State GPU rendert scene Programeerbare shaders verwerken input Scene wordt naar de Frame Buffer
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Rendering & Shaders: Transcript
2 Fases Data van CPU overbrengen naar GPU Mesh data Render State Blend State GPU rendert scene Programeerbare shaders verwerken input Scene wordt naar de Frame Buffer geschreven Rendering. Programming with Cg (HLSL). Concepts and language fundamentals. Presentation Outline. Objectives. Resources. Shaders. at a glance. Graphics pipeline. History. Cg/HLSL. Programming. CgFX. Objectives. Patrick Cozzi. University of Pennsylvania. CIS 565 - Fall 2013. How to Find Ideas. Previous final projects, books, conference courses, and recent papers:. https://docs.google.com/document/d/1Dh-YBDXoVPlxJMRX_vZ2BCuqvRDx89WsS3j0D_bXIFE/edit?usp=. Game Engines & GPUs:. Current & Future. Johan Andersson. Rendering Architect. 2.5. Agenda. Goal. Share and discuss current & future graphics use cases in our games and implications for graphics hardware. Shaders. Experimentations on Improving . shader. & Effect workflow. Shader. in existing engines. Engine needs to generate many . shaders. Lot of . permutations. Comes from many places . (material, . Department of Computing and Information Sciences, . KSU. KSOL course pages: . http://bit.ly/hGvXlH. / . http://bit.ly/eVizrE. . Public mirror web site: . http://www.kddresearch.org/Courses/CIS636. Instructor home page: . Fog. Final Demo. CSS 522 Topics in Rendering. March . 14,2011. Scott and Lew. Background of Fog. Challenges Rendering it. Our Implementation . Results . Limitations and Future Work. Overview:. Visible clouds and fog are created by millions and millions of water droplets refracting and reflecting light. Shaders. Experimentations on Improving . shader. & Effect workflow. Shader. in existing engines. Engine needs to generate many . shaders. Lot of . permutations. Comes from many places . (material, . By . jared. brock. Overview. Project Description. What I must implement. What I would like to implement. Technique: . Cel. -Shading. What is . cel. -shading?. Requirements for . Cel. -shading. Generate Lighting Map. Department of Computing and Information Sciences, . KSU. KSOL course pages: . http://bit.ly/hGvXlH. / . http://bit.ly/eVizrE. . Public mirror web site: . http://www.kddresearch.org/Courses/CIS636. Instructor home page: . Pavel. . Kolev. Software Developer @ . Telerik. . Working on . Telerik. Platform (. Telerik. . AppBuilder. Web Client). Die hard JavaScript fan. Love huskies. Table of Contents. What is . WebGL. effrey . Chastine. Modified by Dr. Chao Mei. Basic Rendering. The Graphics Pipeline Overview. Vertex Processing. Coordinate transformations. Compute color for each vertex. Clipping and Primitive Assembly. Nick Kitten. What I’ll be Talking About. Abstract overview. of . GPU pipeline. How . Pixel Shaders . work. Applications. Techniques. Tools available for creation. Pipeline Levels of Detail. Models. Jeff Chastine. 1. Quick Background. Jeff Chastine. 2. A . vertex. is a 3D point (. x. , . y. , . z. ). A . triangle. is made from 3 vertices. h. as a . normal. Note: vertices can have . normals. too!. Current & Future. Johan Andersson. Rendering Architect. 2.5. Agenda. Goal. Share and discuss current & future graphics use cases in our games and implications for graphics hardware. Areas. Engine overview.
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