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This lecture outline explores real-time rendering, focusing on graphics apis, pipelines, multiprocessing, and parallel processing. Real-time rendering is essential for interactive applications, including games and simulators. Opengl and opengl with java, discussing their advantages and disadvantages. It also delves into the pipeline stages, optimization techniques, and multicore utilization.
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Kerey Howard EEL 6897
Lecture Outline Real time Rendering Introduction Graphics API Pipeline Multiprocessing Parallel Processing Threading OpenGL with Java
Illustration: FSX Screen Capture
Illustration: Halflife 2 ep2 Screen Capture
Graphics API OpenGL Open Graphics Library http://www.opengl.org/ Native Multi OS support Hardware Accelerated GLSL Shader Language Direct 3D Part of the Microsoft Direct X API package http://www.microsoft.com/directx Windows support only (DirectX 10 only on Vista) Hardware Accelerated HLSL Shader Language
Pipeline Render Pipeline Slowest Stage determines Rendering Speed (fps) Application Stage Input Control Collision Detection Geometry Stage Model & View Transform Lighting Projection Clipping Screen Mapping Rasterizer Stage Assign Colors to all pixels Anti-Aliasing, Z-buffer,and other filtering
Illustration: Multiple Processor Utilization
Multiprocessing Temporal Parallelism Requires Multiple Processing Cores No Hyperthreading Focus: Application Stage APP is the Control Advantages: Implementation (Stages are already divided) Throughput is increased Higher Frame rate Disadvantages: Latency Increases Synchronization Penalty
Illustration: Threading approaches
Illustration: Threading approaches
Optimization Make it Run FIRST! Know the Architecture Find the Bottleneck (the slow stage) Optimize for Performance Reduce latency Increase Frame Rate Optimize for Quality Make use of stall time
Illustration: Balancing the pipeline APP^ GEOM^ RAST 10 ms 0 ms 20 ms 30 ms 40 ms 50 ms APP^ GEOM^ RAST 10 ms 0 ms 20 ms 30 ms 40 ms 50 ms balance