Week 3 -Wednesday What did we talk about last time? Graphics - - PowerPoint PPT Presentation
Week 3 -Wednesday What did we talk about last time? Graphics - - PowerPoint PPT Presentation
Week 3 -Wednesday What did we talk about last time? Graphics processing unit Programmable shading You can do all kinds of interesting things with programmable shading, but the technology is still evolving Modern shader stages
What did we talk about last time? Graphics processing unit Programmable shading
You can do all kinds of interesting things with programmable
shading, but the technology is still evolving
Modern shader stages such as Shader Model 4.0 and 5.0
(DirectX 10 and 11) use a common-shader core
Strange as it may seem, this means that vertex, pixel, and
geometry shading uses the same language
They are generally C-like There aren't that many:
- HLSL: High Level Shading Language, developed by Microsoft and used
for Shader Model 1.0 through 5.0
- Cg: C for Graphics, developed by NVIDIA and is essentially the same as
HLSL
- GLSL: OpenGL Shading Language, developed for OpenGL and shares
some similarities with the other two
These languages were developed so that you don't have to write
assembly to program your graphics cards
There are even drag and drop applications like NVIDIA's Mental
Mill
To maximize compatibility across many different graphics cards,
shader languages are thought of as targeting a virtual machine with certain capabilities
This VM is assumed to have 4-way SIMD (single-instruction
multiple-data) parallelism
Vectors of 4 things are very common in graphics:
- Positions: xyzw
- Colors: rgba
The vectors are commonly of float values Swizzling and masking (duplicating or ignoring) vector values are
supported (kind of like bitwise operations)
A programmable shader stage
has two types of inputs
- Uniform inputs that stay constant
during draw calls
▪ Held in constant registers or constant buffers
- Varying inputs which are different
for each vertex or pixel
Fast operations: scalar and vector multiplications, additions,
and combinations
Well-supported (and still relatively fast): reciprocal, square
root, trig functions, exponentiation and log
Standard operations apply: + and * Other operations come through intrinsic functions that do
not require headers or libraries: atan(), dot(), log()
Flow control is done through "normal" if, switch, while,
and for (but long loops are unusual)
In 1984, Cook came up with the idea of shade trees, a series of
- perations used to color a pixel
This example shows what the shader language equivalent of the
shade tree is
There are three shaders you can program Vertex shader
- Useful, but boring, mostly about doing transforms and getting
normals
Geometry shader
- Optional, allows you to create vertices from nowhere in hardware
Pixel shader
- Where all the color data gets decided on
- Also where we'll focus
The following, taken from RB Whitaker's Wiki, shows a shader for ambient lighting We start with declarations:
float4x4 World; float4x4 View; float4x4 Projection; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity = 0.1; struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; };
VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View);
- utput.Position = mul(viewPosition, Projection);
return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return AmbientColor * AmbientIntensity; } technique Ambient { pass Pass1 { VertexShader = compile vs_4_0_level_9_1 VertexShaderFunction(); PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction(); } }
The following, taken from RB Whitaker's Wiki, shows a shader for diffuse lighting
float4x4 World; float4x4 View; float4x4 Projection; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity = 0.1; float4x4 WorldInverseTranspose; float4 DiffuseLightDirection = float4(0.7071f, 0.7071f, 0, 0); float4 DiffuseColor = float4(1, 1, 1, 1); float DiffuseIntensity = .5; struct VertexShaderInput { float4 Position : POSITION0; float4 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 Color : COLOR0; };
VertexShaderOutput VertexShaderFunction(VertexShaderInput input){ VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View);
- utput.Position = mul(viewPosition, Projection);
float4 normal = mul(input.Normal, WorldInverseTranspose); float lightIntensity = dot(normal, DiffuseLightDirection);
- utput.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);
return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return saturate(input.Color + AmbientColor * AmbientIntensity); } technique Diffuse { pass Pass1 { VertexShader = compile vs_4_0_level_9_1 VertexShaderFunction(); PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction(); } }
Supported in hardware by all modern GPUs For each vertex, it modifies, creates, or ignores:
- Color
- Normal
- Texture coordinates
- Position
It must also transform vertices from model space to
homogeneous clip space
Vertices cannot be created or destroyed, and results cannot be
passed from vertex to vertex
- Massive parallelism is possible
Lens effects for distortion
- Novel perspective correction
Object definition
- Creating a mesh and having the vertex shader form its shape
Object twist, bend, and taper Procedural deformations
- Flags
- Cloth
- Water
Primitive creation
- Degenerate 2D meshes given a third dimension by the shader
Page curls, heat haze, water ripples
- Make a mesh of the screen and distort it
Vertex texture fetch
- Apply a texture to vertices, making ocean surfaces or terrain in
hardware
Newest shader added to the family, and optional Comes right after the vertex shader Input is a single primitive Output is zero or more primitives The geometry shader can be used to:
- Tessellate simple meshes into more complex ones
- Make limited copies of primitives
The geometry shader is guaranteed to return output in the
same order as the input was received
In Shader Model 4.0 and later, the output of the GS can be put
into a stream (an ordered array)
This stream can be rasterized or it can be sent back through
the pipeline for multi-step effects
For computational purposes, the stream could simply be
- utput non-graphically
Clipping and triangle set up is fixed in function Everything else in determining the final color of the fragment is
done here
- Because we aren't actually shading a full pixel, just a particular fragment
- f a triangle that covers a pixel
So much goes on that we'll have to put it off until later
- Various lighting models are a lot of it
The pixel shader is limited in that it cannot look at neighboring
pixels
- Except that some information about gradient can be given
Multiple render targets means that many different colors for a
single fragment can be made and stored in different buffers
Fragment colors are combined into the frame buffer This is where stencil and Z-buffer operations happen It's not fully programmable, but there are a number of
settings that can be used
- Multiplication
- Addition
- Subtraction
- Min/max
So, people in the industry have tried to collect useful
programs for rendering things
A collection of shaders to achieve a particular rendering effect
can be stored in an effect file (commonly with extension .fx)
The syntax of the effects language allows your application to
set specific arguments
You can download existing .fx
files or write your own
There are also tools like
NVIDIA's FX Composer 2.5 that allow you to create effects with a GUI
Now, let's examine the book's
example effect file for Gooch shading
Camera parameters are supplied automatically Syntax is type id : semantic
- type is a system defined type or a user defined struct
- id is whatever identifier the user wants
- semantic is a system defined use
float4x4 WorldXf : World; float4x4 WorldITXf : WorldInverseTranspose; float4x4 WvpXf : WorldViewProjection;
Default values are given for these variables The annotations given inside angle brackets allow the outside
program to set them
float3 Lamp0Ps : Position < string Object = "PointLight0"; string UIName = "Lamp 0 Position"; string Space = "World"; > = {-0.5f, 2.0f, 1.25f}; float3 WarmColor < string UIName = "Gooch Warm Tone"; string UIWidget = "Color"; > = {1.0f, 0.9f, 0.15f}; float3 CoolColor < string UIName = "Gooch Cool Tone"; string UIWidget = "Color"; > = {0.05f, 0.05f, 0.6f};
Input and output types are usually defined by the user The TEXCOORD1 and TEXCOORD2 semantics are used for
historical reasons
struct appdata { float3 Position : POSITION; float3 Normal : NORMAL; } struct vertexOutput { float4 HPosition : POSITION; float3 LightVec : TEXCOORD1; float3 WorldNormal : TEXCOORD2; };
vertexOutput std_VS(appdata IN) { vertexOutput OUT; float4 No = float4(IN.Normal,0); OUT.WorldNormal = mul(No,WorldITXf).xyz; float4 Po = float4(IN.Position,1); float4 Pw = mul(Po,WorldXf); OUT.LightVec = (Lamp0Pos – Pw.xyz); OUT.HPosition = mul(Po,WvpXf); return OUT; }
We linearly interpolate between cool and warm colors based
- n the dot product
float4 gooch_PS(vertexOutput IN) : COLOR { float3 Ln = normalize(IN.LightVec); float3 Nn = normalize(IN.WorldNormal); float ldn = dot(Ln,Nn); float mixer = 0.5 * (ldn + 1.0); float4 result = lerp(CoolColor, WarmColor, mixer); return result; }
Z-buffer configuration is done here
technique Gooch < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_2_0 std_VS(); PixelShader = compile ps_2_a gooch_PS(); ZEnable = true; ZWriteEnable = true; ZFunc = LessEqual; AlphaBlendEnable = false; } }
The result of the shader given before applied to a teapot:
The Utah teapot was modeled in 1975 by graphics pioneer
Martin Newell at the University of Utah
It's actually taller than it looks
- They distorted the model so that it would look right on their non-