CS5625 Interactive Computer Graphics Steve Marschner Spring 2020 01 - - PowerPoint PPT Presentation

cs5625 interactive computer graphics
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CS5625 Interactive Computer Graphics Steve Marschner Spring 2020 01 - - PowerPoint PPT Presentation

CS5625 Interactive Computer Graphics Steve Marschner Spring 2020 01 Introduction CD Projekt RED The Witcher 3 (2015) Naughty Dog The Last of Us (Remastered, 2014) Rockstar Games Red Dead Redemption 2 (2018) Valve Portal (2007)


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CS5625 Interactive Computer Graphics

Steve Marschner Spring 2020 01 Introduction

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CD Projekt RED—The Witcher 3 (2015)

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Naughty Dog—The Last of Us (Remastered, 2014)

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Rockstar Games—Red Dead Redemption 2 (2018)

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Valve—Portal (2007)

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Ubisoft—Child of Light (2014)

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Oculus VR

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Oculus VR

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Oculus VR

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NASA

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[John C. Stone, UIUC]

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University of Calgary

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Autodesk RevIt Architecture 2015

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Autodesk Fusion 360

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How To Draw a Triangle, c. 1985

Transform vertices to screen coordinates Find all the pixels covered by the triangle Fill all the pixels with the triangle’s color

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How To Draw a Triangle, c. 1988

Perform lighting calculations to find vertex colors Transform vertices to screen coordinates Find all the pixels covered by the triangle Fill all unoccluded pixels with the interpolated vertex colors
 and depth

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How To Draw a Triangle, c. 1992

Perform lighting calculations to find vertex colors Transform vertices to screen coordinates Find all the pixels covered by the triangle Look up a texture map value Fill all unoccluded pixels with a function of the texture and the interpolated vertex colors, as well as the depth

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How To Draw a Triangle, c. 1999

Perform elaborate lighting calculations to find vertex colors Transform vertices to screen coordinates Find all the pixels covered by the triangle Look up a value from one or more 1D, 2D, or 3D texture maps Fill all unoccluded pixels with a complicated, adjustable function of the textures and the interpolated vertex colors, as well as the depth

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Pixar—Ratatouille (2007)

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How To Draw a Triangle in 2001

Execute a vertex program over all the vertices Find all the pixels covered by the triangle Execute a fragment program over all those pixels Fill all unoccluded pixels with the resulting color and depth

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How To Draw a Triangle in 2007

Execute a vertex program over all the vertices Execute a geometry program over all primitives Find all the pixels covered by the triangle Execute a fragment program over all those pixels Fill all unoccluded pixels with the resulting color and depth

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How To Draw a Triangle in 2010

Execute a vertex program over all the vertices Execute tesselation programs to refine primitives Execute a geometry program over refined primitives Find all the pixels covered by the triangle Execute a fragment program over all those pixels Fill all unoccluded pixels with the resulting color and depth

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How To Draw a Triangle in 2020

Execute a vertex program over all the vertices Execute tesselation programs to refine primitives Execute a geometry program over refined primitives Find all the pixels covered by the triangle Execute a fragment program over all those pixels Fill all unoccluded pixels with the resulting color and depth Integrate rasterized results with GPU ray tracing as needed

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NVIDIA / Unreal Engine tech demo (2019) (YouTube)

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Development of Hardware Capabilities

Workstation era

  • ’85–’87: transform and render flat-shaded points, lines, polygons (no z buffer)
  • ’88–’91: transform, light, and render smooth shaded polygons
  • ’92–: transform, light, and render texture-mapped, antialiased polygons

PC era

  • ’95–’98: render texture-mapped polygons
  • ’99–’00: transform, light, and render texture-mapped, antialiased polygons
  • ’01–’06: execute vertex and fragment shaders over antialiased polygons
  • ’07–’09: execute vertex, geometry, and fragment shaders over antialiased polygons
  • ’10–: execute vertex, geometry, tesselation, and fragment shaders over antialiased polygons

App Vertex Rasterize Fragment Blend Frame buffer Geom +Tess

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SGI RealityEngine Architecture (1992)

geometry board Command Processor Geometry Engines Fragment Generators Triangle Bus Image Engines display generator board System Bus

video

raster memory board raster memory board

Figure 1. Board-level block diagram of an intermediate configu- ration with 8 Geometry Engines on the geometry board, 2 raster memory boards, and a display generator board.

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SGI InfiniteReality Architecture (1996)

Fragment Generator Fragment Generator Fragment Generator Fragment Generator

Vertex Bus Image Engines

Geometry!Raster FIFO Geometry Engine Geometry Engine Geometry Engine Geometry Engine Geometry Distributor Host Interface Processor

Host System Bus

Geometry Board Raster Memory Board Raster Memory Board Raster Memory Board Raster Memory Board Display Generator Board De!Interleaver Display Channel Display Channel Display Channel Display Channel Display Channel Display Channel Display Channel Display Channel

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NVIDIA G70 Architecture (2005)

7800, shown in Figure 3.

[NVIDIA Corporation]

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[NVIDIA Corporation]

NVIDIA G80 “Tesla” Architecture (2007)

improving overall performance.

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AMD Radeon HD 2900 “TeraScale” Architecture (2007)

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NVIDIA GK104 “Kepler” Architecture (2012)

[NVIDIA Corporation]

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NVIDIA GP100 “Pascal” Architecture (2016)

[NVIDIA Corporation] More general-purpose design

  • good performance for more datatypes
  • architecture driven by ML and sci comp as well as graphics
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NVIDIA TU102 “Turing” Architecture (2018)

[NVIDIA Corporation] Compute cores becoming more heterogeneous, ray tracing acceleration support

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NVIDIA TU102 micrograph

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Topics

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Shading and light reflection

Cu (α = 0.1) Al (anisotropic)

Wenzel Jakob / Mistuba

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Lighting

area lights environment light

Eric Heitz

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Ray Tracing

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Shadow algorithms

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Shadow algorithms

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Approximate soft illumination

Morgan McGuire

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Approximate soft illumination

Morgan McGuire

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Post-processing effects

Greger et al. SIGGRAPH 2005

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Mesh animation

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Game Programming Wiki (gpwiki.org) Panozzo & Jacobson, libigl tutorial (libigl.github.io/libigl)

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CS 5625 Coursework

3 projects (working in pairs recommended)

  • mostly implementation, sometimes written problems to work out math
  • style is ground-up: we provide libraries but you write main()
  • C++ and OpenGL
  • anticipated topics: ray tracing, shading, texturing, shadows, mesh animation

Midterm exam Final project (groups of 2–4)

  • project proposal
  • milestone presentations and evaluation
  • final project demos, presentations, writeup
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Final project

An interactive 3D game with fancy graphics Open ended, needs to have technically impressive results Ways to impress

  • rendering: shading, shadows, global illumination, …
  • modeling: splines, subdivision surfaces, procedural generation, …
  • animation: particle systems, character motion, collision detection, …
  • imaging: flare, antialiasing, …

Focus is on graphics, not gameplay

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Final project examples

2015 – 2019

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Natalie Diebold, Hani Altwaijry | Portal-ish

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Natalie Diebold, Hani Altwaijry | Portal-ish

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Natalie Diebold, Hani Altwaijry | Portal-ish

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Victoria Dye, Joshua Reichler | White-Out 2k17: The Snowening

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Fight your way through the zombie fairies to rescue Orin!

Ari Karo, Christopher Yu, Jonathan Behrens, Jeremy Cytryn | Subterranean Arsonism

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Fight your way through the zombie fairies to rescue Orin!

Ari Karo, Christopher Yu, Jonathan Behrens, Jeremy Cytryn | Subterranean Arsonism

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Ari Karo, Christopher Yu, Jonathan Behrens, Jeremy Cytryn | Subterranean Arsonism

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Daniel Konviser, Lily Lin, Sitian Chen | Jump!

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Ryan Lefkowitz, Meredith Young-Ng, Erika Yu | Open World Driver

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About CS5625

Prereqs

  • introductory graphics course (e.g. 4620) or instructor permission
  • some familiarity with C/C++, or the time to learn on the fly

Dissemination

  • website www.cs.cornell.edu/Courses/cs5625
  • schedule (very much subject to change!)
  • lecture slides, notes, readings
  • CMS
  • homeworks, lecture notes
  • Piazza
  • discussion, questions
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Grading

Course breakdown

  • 50% from projects, 20/20/10
  • animation is smaller
  • 25% from final project
  • 25% from midterm exam

Assignment grading

  • Plenty of time for each one — turn in what you have at deadline
  • Grading principle: you prove to us what your code can do
  • written project report
  • in-person demo session
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Academic Integrity

Don’t copy code from Web without careful attribution

  • small snippets of, e.g. OpenGL boilerplate OK with attribution

Collaboration only when projects/homeworks are with groups Always cite sources of code and ideas

  • think carefully about who and what contributed to your work
  • if you tell me what is going on, there is never any AI problem
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Recommended texts

Real-time Rendering

  • Akenine-Moller, Haines, Hoffman
  • available via library

Other books

  • many listed on website

Online resources

  • lots of them!