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 |
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| Perception |
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| Pipeline |
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| OpenGL Programming |
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| 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.
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| Texturing |
- Folien
- Paul Heckbert's page, with interesting material about texture mapping, especially perspective correct texture mapping.
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| 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.
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| Programmable Shading |
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| 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.
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| Visibility |
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| Levels of Detail (LoD) |
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