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IMGD 4000: Computer Graphics in Games Emmanuel Agu.

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Presentation on theme: "IMGD 4000: Computer Graphics in Games Emmanuel Agu."— Presentation transcript:

1 IMGD 4000: Computer Graphics in Games Emmanuel Agu

2 Professor Background Dr. Emmanuel Agu (professor, “Emmanuel”) Research areas Computer Graphics (GPU rendering, mobile graphics, etc) wireless networking and mobile computing Advise MQPs, MS and PhD theses

3 Graphics Trends for Games Hardware GPUs Capture Ray tracing

4 What is Computer Graphics? Use a computer to create pictures Started early ’60s: Ivan Sutherland (MIT) SIGGRAPH conference: started 1969, about 30,000 annually. E.g. summer 2006: Boston Attendees: artists and computer scientists CG has many aspects (technical, art) Computer Scientists create libraries, tools that artists/non- techies can use to create pretty pictures Artist uses CG tools to create pretty pictures Irony: most hobbyists follow artsy path

5 Computer Graphics What is Computer graphics? Algorithms, mathematics, data structures..… that enable a computer to make PRETTY PICTURES Main techniques evolved into Graphics libraries Functions/routines to draw line or circle, etc Elaborate: pull-down menus, 3D coordinate system, etc OpenGL and DirectX are one of most popular graphics libraries Current trend: Implement OpenGL, DirectX on a specialized chip (Graphics Processing Unit (GPU) on your graphics card

6 Trend 1: Graphics Processing Unit Powerful and inexpensive: Many FLOPS! Initially, just hardcode graphics operations onto chip, increase speed Huge computation ability and bigger growth rate in a consumer graphics card. Programmable: in recent 2-3 years New operations just added. Possibility to apply to non-graphics application. Increasing precision

7 Computational Power NVIDIA GeForce 7900 GTX ($378) 51.2 GB/sec memory bandwidth; ATI Radeon X1900 XTX ($355) 240 GFLOPS, both measured with GPUBench. Dual-core 3.7 GHz Intel Pentium Extreme Edition 965.(Around $1000) 8.5 GB/sec and 25.6 GFLOPS theoretical peak for the SSE units

8 GPU Computational Power Growth

9 Nvidia 8800 Block diagram of the GeForce 8800. Source: NVIDIA 681 million transistors 1.35GHz 128 stream processors

10 Programmable GPU? GPGPU: General-Purpose Computation on GPU. Non- graphics application Programmable: can hack non-graphics applications onto GPU Program applications as collection of shaders GPGPU applications: Physically based simulation: fluid Dynamics; Cloth simulation, Signal and Image Processing Medical imaging Database query/data mining Global illumination algorithms: Ray tracing, photon mapping

11 Why are GPUs getting so fast? Arithmetic intensity: use more transistors for computation and less for decision logic. Economics: Demand is high thanks to multi- billion dollar game industry. More chips produced => lower price AMD + ATI => XPUs….Cool idea?

12 Computer Graphics in Games Elements? Model geometry Apply colors, shading Shadows Texture mapping Fog Transparency and blending Anti-aliasing Courtesy: Madden NFL game

13 Trend 2: Capture Old way: write models, equations to model: Object geometry, lighting (Phong), animation, etc New way: capture parameters from real world Example: motion in most sports games (e.g. NBA 2K live) is captured. How? Put sensors on actors Let them play game Capture their motion Put motion in a database Replay database when real players play game

14 How is capture done? Capture: Digitize real object geometry and attributes Use cameras, computer vision techniques to capture rendering data Place data in database, many people can re-use Question: What is computer vision?

15 Geometry Capture: 3D Scanning Capturing geometry trend: Projects on precise 3D scanning (Stanford, IBM,etc) produce very large polygonal models Some models too large to be loaded by most machines Model: David Largest dataset Size: 2 billion polygons, 7000 color images!! Courtesy: Stanford Michael Angelo 3D scanning project

16 Exactly What Can We Capture? 1. Appearance (volume, scattering, transparency, translucency, etc) 2. Geometry 3. Reflectance & Illumination 4. Motion

17 Light Probes: Capturing light Amazing graphics, High Dynamic Range?

18 Why effort to capture? Big question: If we can capture real world parameters, what advantages does computer graphics have?

19 Raytracing: A global illumination rendering Reflection / refraction / shadow Trend 3: Raytracing in Games object 1 object 2 object 3 object 4


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