VU Echtzeitgraphik - Slides

WS 3.0, 186.140

Michael Wimmer

Content:

Vorlesungsfolien und Literaturhinweise

Die aktuellen Slides von WS 2012 finden sich hier, sobald verfügbar.

Die Slides von WS 2010/2011, die noch nicht aktualisiert sind, finden sich hier.

Auf dieser Seite gibt es auch noch die aus dem Wintersemester 2008, sowie nützliche Links.

Introduction
Perception
Pipeline
OpenGL Programming
Performance
  • Folien
  • FRAPS, a generic framerate display tool.
  • GLTrace, a powerfull call logging and tracing tool. Note: if tracing (displaying every command) doesn't work, contact me for an older version...
  • Gltrace & GlSim, another call logging tool which is not as easy to set up but can also be used to replay the command stream.
  • Intel VTune, a powerful external profiler for Intel processors. A 30-day evaluation download is available.
  • AMD CodeAnalyst, a similar tool for AMD processors, though not as powerful (and robust).
  • Rational Quantify, an instrumenting profiler. A 7-day evaluation download may be available (but Rational has been bought by IBM).
  • Data complexity for Virtual Reality - Where do all the triangles go? A paper, by Michael Deering analyzing the distribution of triangles in a number of CAD models.
  • Dynamic 3D Graphics Workload Characterization and the Architectural Implications, a paper about performance characterization, also showing the balance point of the "average triangle".
  • Using the RDTSC Instruction for Performance Monitoring, an Intel article about the topic.
Texturing
  • Folien
  • Paul Heckbert's page, with interesting material about texture mapping, especially perspective correct texture mapping.
Shading and Lighting Effects
  • Folien
  • A paper by Mark Kilgard which explains all of the issues and theoretical background involved in bump mapping on today's GPUs.
  • A simple tutorial on how to do simple diffuse bump mapping using only OpenGL extensions.
  • As always, NVidia's developer web page has lots of slides and papers on all the relevant techniques.
Programmable Shading
Shadows
  • Folien
  • Mark Kilgard's (Nvidia) paper on Robust shadow volumes, including a link to the original paper describing shadow volumes in hardware.
  • A newer shadow volume paper building on the previous one, with a good literature overview and some speed enhancements.
Visibility
Levels of Detail (LoD)
  • Folien
  • Michael Garland's Homepage, where you can download the source code to his quadric error metrics simplification papers (qslim).
  • A LOD Demo featuring a Galactica starfighter.
  • Another demo, for the method in this paper.