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Real-time Rendering Lecture notes
Introduction to this module Real-time rendering vs. non real-time rendering Photo-realism State-of-the-art Graphic rendering pipeline (Application -> Geometry -> Rasterizer) Rendering speed Challenge of lighting Local illumination vs. global illumination Light source types (Ambient, Point, Spotlight, Directional) Reflection models (Ambient, Diffuse, Specular) Lighting equation Colour models
Shading models (Flat, Gouraud, Phong) Global Illumination (Ray-tracing, Radiosity) Shadows
Radiosity Shadows Texture mapping
Interpolation & sampling textures Aliasing & texture filtering (Magnification, Minification, Bilinear filtering) Mipmapping Texture projections (spherical, cylindrical, planar, cube) Environment mapping Bump mapping Multi-textures/passes Texture cost Procedural textures
Week 6: Scene Management & Speed-up Techniques
Physically-based simulation Physics Fidelity & Realism Physics in games (state-of-the-art) Physics Level of Detail (LOD) Physics engines Collision Detection (CD)
Bounding Volume Hierarchies (BVH) Sphere AABB OBB K-DOP Tradeoffs of various BVs
Methods to exclude non colliding objects Complex object against complex object (Multiscale CD) Moving Mesh against Moving Mesh CD for hundreds of objects
Problems of polygonal rendering (Rendering Massive Models) Image-Based Rendering basic idea Advantages of IBR Problems of IBR Hybrid approaches: Post-rendering warping Impostors/sprites 3D Image Cache 3D warping using depth information Coherent Layers
Introduction to GPU Motivation: why use graphics hardware? Background on graphics hardware The architecture of GPU 4 major GPU architectures (Sort-first, Sort-middle, Sort-Last Fragment, Sort-Last Image) Memory bandwidth usage The architecture of the XBOX
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