Real-Time Rendering (2nd Edition)

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1 ECE 595 / CS 491 / CS 591 Real-Time Rendering & Graphics Hardware Pradeep Sen Advanced Graphics Lab Class 6 February 5, 2007 Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Announcements Intro project due Wednesday by midnight. E-mail me a zipped version of your code along with the project write-up. Graphics Hardware 2007, San Diego (deadline April 9 th ) Eurographics Symposium on Rendering, Grenoble, France (deadline April 10 th ) Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Last time Portals & occlusion testing Scene graphs Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Today Graphics engines Real-time graphics APIs (OpenGL) Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Scene Graphs the world indoors or outdoors rooms walls artifacts enemies terrain buildings trees Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Terrain Stored as a height-field Can be rendered using quad trees Level-of-detail algorithms From Lindstrom et al. SIGGRAPH 96 Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Trees Can use billboard techniques Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Game engines Typically incorporate the following elements: – Rendering – Visibility – Collision detection – AI – Networking – File/asset management – Physics Real-time Rendering & Graphics Hardware Pradeep Sen Class 6 – February 5, 2007 Game engine rendering PVS determination, culling and LOD Surface shading (vertex and fragment) Per-pixel lighting Bumpmapping Scene Lighting Shadows Translucency Glowing and other post-processing effects
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