interpolatory, non-stationary subdivision for surfaces of revolution · 2010-02-02 · geometric...
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Dr. Scott Schaefer
Graphics Research
Games
Movies
Visualization
Industrial Design
Parallel Processing Power
IBM’s ASCI White, 4.9 TFLOPS
Fastest Computer in the World 2000ATI’s Radeon HD 5970
3200 processors, 4.64 TFLOPS
Problem
Problem
Tiny
Polygon Models
Very fast to render
Not smooth (faceted)
High-resolution models require:
lots of band-width
computational resources
memory
Goal: Higher Order Surfaces
Eliminate faceting artifacts – no polygons
Compact representation
Current Future
A Little History
Xbox 360
Launched Nov 22, 2005
GPU by ATI
Contained new feature
called a “tessellator”
Tessellator Unit
Tessellator
Tessellator Unit
Tessellator
Subdivision Surfaces
Used in movie and game industries
Supported by most 3D modeling software
Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar
Subdivision Surfaces
Used in movie and game industries
Supported by most 3D modeling software
Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Subdivision Surfaces
Approximate Catmull-Clark Patches
RealFake
Approximate Catmull-Clark Patches
RealFake
Over 12X faster to evaluate!!!
Approximate Catmull-Clark Patches
Approximate Catmull-Clark Patches
FakeReal
Approximate Catmull-Clark Patches
Approximate Catmull-Clark Patches
FakeReal
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
DirectX 10 Pipeline
Input
Assembler
Vertex
Shader
Vertex Buffer
Index Buffer
Texture
Geometry
ShaderTexture
Stream Output
Rasterizer/
Interpolator
Pixel
Shader
Output
Merger
Depth/Stencil
Texture
Render Target
Hull
ShaderTexture
Domain
ShaderTexture
Tessellator
DirectX 11 Pipeline
Current Uses: GPU’s
DirectX 10.5 Nvidia Code Sample
Microsoft Demo part of DirectX 10 SDK
Current Uses: Video Games
Better geometry
Improved lighting
effects
More degrees of
freedom for advanced
geometry techniques
Current Uses: Movie Production
CSCE 441: Computer Graphics
CSCE 489: Computer Game
Development
Design and build a game over a semester
Graphics, networking, AI, physics, software
engineering, …
Submit game to IGF competition
CSCE 641:
Advanced Computer Graphics
CSCE 645: Geometric Modeling
Graphics Skills
Calculus
Linear Algebra
Differential Equations
Real Analysis
…
Graphics is mathematics made visible
Data Structures
Searching
Asymptotic Analysis
Parallel Computing
…
Mathematics Computer Science
Graphics at TAMU
Jinxiang Chai
Character Animation
Data-driven graphics and vision
Image-based rendering and modeling
Image and video processing
Scott Schaefer
Geometric Modeling
Deformation and Animation
Surface reconstruction
Scientific visualization
John Keyser
Robust Geometric Computation
Geometric and solid modeling
Physically-based simulation
Scientific visualization
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