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CSUN COMP 465 - Applications of Computer Graphics

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465 Introduction2Simulation / visualizationScientific / education data visualization, simulationGames, entertainment: Cave3D computer desktops: volume > areaE- Commerce (Web3D) – display products in 3Dmilitary training, mission planningMRI, other scans, planning surgeryPhobia therapyTelepresence Remote conferencing w/ 3D avatars – Second LifeAugmented surgery – false image overlay during surgeryrobotic control, hazardous situations / chemical spill cleanupwarfare remote control drones, missiles, tanks ...Comp 465 Applications of Computer Graphics465 Introduction33D TopicsRendering graphics pipeline, render loop, GLSLModeling geometries, polygons, lights, material, modelersInteracting views, animate, move/control, select, manipulateGraphics APIslow level APIs OpenGL, DirectX 3D, SDL, game engineshigh level APIs XNA 4.0, VTK, game engines – scene graphsShaders GLSL, HLSL (GPGPUs, parallel co-processors)Viewers WebGL, HTML5, X3D, flash – scripting languages3D graphics algorithms / programming conceptsscene graph nodes: geometry, appearance, transforms, lightsevent based callbacks, scripts, animation, interpolatorsMath dot and vector cross products, matrix compositionselection intersection (collision), pick rays, high lightingsimulation physics: gravity, solids, time, motionbehaviors AI – path finding, flocking, chase / evade, NPCmodeling procedural (fractal, grammar)Graphics Concepts (not part of 465)465 Introduction41951 UNIVAC-1 general purpose commercial computer1957 FORTRAN high level programming language1962 Spacewars first video / computer game – CRT SketchPadinteractive CG system, Sutherland1963 CG film Bell labsmouse Englebart (also hypertext, wysiwyg editor)DAC-1CAD system1968 head mounted display Sutherland1969 SIGGRAPH orgARPANETinternet backbone1972 Pong video arcade game, BushnellWumpus adventure game, Yob1973 Ethernet Metcalf1977 Apple II color graphics personal computer Zork "dungeon" game1979 MUD multi-user dungeon game (Zork) ..CompuServe on-line email ...Some Computer Graphics history465 Introduction51980 Tron Disney movie – game / VRPac-Man1981 Xerox Star OOP, bit mapped GUI, ethernet, smalltalkWearable computers (Steve Mann)1982 TCP/IP network protocol1984 Wavefront tech. first 3D graphics software -AliasWavefrontPolhemus 3D digitizer and motion tracker1985 NES Nintendo home game system (US)1991 World Wide Web http, Berners-Lee – hypertext, no GUI …1992 3D GUIs Xerox Parc: data wall, cone tree ..CAVE walk-in VR – "holodeck" OpenGL 1.0 Open system independent graphics API1993 Doom "3D" first person shooter game, Id Co.Mosaic Graphical Web browser – usage takes off1994 VRML web based Virtual Environments1995 Interactive Halogram SIGGRAPH '95 – 16 fps interactive lathe1997 Ultima Online internet game explosion2004 GPGPUs general purpose programmable GPUsWhats really new ??465 Introduction61992 1.0, 1.1 Open system independent graphics API1998 1.2 blending, specular color2001 1.3 ARB extensions (“beta” ideas ), cube map textures 2002 1.4 fog, mip-map2004 2.0 GLSL 1.0 programable shading languages 2006 2.1 GLSL 1.22007 OpenGL ES 2.0 – embedded systems w/ shaders2008 3.0 Backward compatibility – legacy OpenGLForward compatibility – no fixed functional pipeline2009 3.1, 3.2, 3.3 (2010) GLSL 1.3, 1.4, 1.5 3.32010 4.0, 4.1 GLSL 4.0 2013 4.3 GLSL 4.3Open GL historyOpenGL 1.0OpenGL 2.0OpenGL 3.0fixed pipelineprogrammable pipeline465 Introduction7Fixed Functional Pipeline: compatibility OpenGLAdvantages+ standard, backward compatible+ opaque APIlearning, useC/C++, JOGL... + good results – lighting ...+ good performanceDisadvantages- light calculations once / vertex interpolate pixel- multiple light models- 9+ lights- animation and vertex blending- exploit parallel computation, extensions on GPUvertex processorclippingRasterizerFragment processorpixelsVerticesprimitive assembly465 Introduction8Programmable Pipeline: core OpenGLvertex shaderRasterizerfragment shaderpixelsVerticesprimitive assemblyAdvantages+ app specific vertex and fragment processingvertex blending w/ animationmany lights, lighting models+ C like variables and operations+ built in vector and matrix operations+ enhanced (parallel) performanceDisadvantages- must replace fixed functionality w/in pipeline- debugging- multiple source files ...GLSL OpenGL Shading Language Cg C for graphics, Nvidia OpenGL and DirectXHLSL High Level Shading Language DirectX465 Introduction9Fuzzy Computer Graphics TaxonomyWindow Interface2D, 1 view2D clip// projection! Penetrationevent driven(user events)render “on change” ≤ Computer Graphics(CG)≤ Special Effects≤ Animation3D, n fixed viewsfilm, tv3D clipperspective projectionpenetrationevent, timer drivenstatic viewpointrender pipeline ≤ Computer game≤ Virtual RealityCG, any view,interactive,multi-user3D clipimmersioncollisionuser, timed,program drivenrender loop465 Introduction10World object db (world coordinates)Object transforms (wc)Cull / clip non-viewable objects ( vc)Viewing transform (view coordinates)Render (lights, surface properties) (vc)zyxzyyonhitherGraphics Pipeline (draw 1 frame)ModelViewxy465 Introduction11HMD w/ tracking, stereo viewing, haptic (glove) input, networkingUse high level graphics libraries {OpenGL, DirectX, Java 3D}Create & connect (object & action db)Read sensor valuesRender world (graphics pipeline)network eventssharedvirtual environmentserverProcess time dependent actions Frame rateRender Loop Net based render loopReceive & apply network events465 Introduction12Nvidia GeForce GTX TITAN 2688 CUDA Cores (5 GP clusters, each w/ 3 Kepler cores = 15 cores)187.5 Texture Fill Rate (billion/sec)6.0 Memory Speed (Gbps)6144 MB Multi-processor  cores (stream processors)Tesla 1 mp  8 coresFermi 1 mp  32 coresKepler 1 mp  192 coresApple II (1981)1 mhz cpu, 48K memory280 x 192, 4 bit. 16 colors no dedicated gpuAlienware laptop (2014)4 core 1.7 ghz cpus, 16 G memorynvidia GTX 765m 2 G memory1600 x 900 32 bit. 16 M colors4 mp (Kepler)  768 coresTale of 2 computers, 33 years465 Introduction13Accelerated graphics cards (2009)http://www.pcgameshardware.com/aid,682883/Technical-milestones-in-the-history-of-3D-graphics-cards/Knowledge/465 Introduction146 Degrees of Freedom: freely navigate, manipulate, and view 3D objects• 3 degrees for translation in each dimension: X, Y, and Z• 3 degrees for rotations on each dimension: pitch, jaw, roll


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