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 8 February 12, 2007 Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 Announcements Intro project due tonight by midnight This includes source code and report I’ll be giving the Sigma Xi talk on “Dual Photography” Thursday Feb 15 at 5pm, UNM Conference Center Room G Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 Last time Vertex and Fragment programs Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 Today DirectX High-level shading languages Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 DirectX Really a collection of APIs for different tasks, in the form of COM-compliant objects: – DirectInput (to handle IO from input devices such as joysticks, keyboard, etc) – DirectPlay (to handle networking between PCs) – DirectSound (for playing/recording of sound fx) – DirectMusic (for playing audio soundtracks) – DirectXMedia (for animation and multimedia streaming apps) – DirectDraw (for 2-D drawing to the screen) – Direct3D (for 3-D rendering) Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 History of DirectX In 1992, a company was founded called RenderMorphics They created a 3D API called RealityLab In 1995, Microsoft bought RenderMorphics and soon produced the 3D API called DirectX 2.0 for Windows95. DirectX 2.0 released June 1996 DirectX 3.0 released September 1996 People began to use it… Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 Carmack .plan (December 1996) “I have been using OpenGL for about six months now, and I have been very impressed by the design of the API, and especially it's ease of use. A month ago, I ported quake to OpenGL. It was an extremely pleasant experience. It didn't take long, the code was clean and simple, and it gave me a great testbed to rapidly try out new research ideas.” “I started porting glquake to Direct-3D IM with the intent of learning the api and doing a fair comparison. Well, I have learned enough about it. I'm not going to finish the port. I have better things to do with my time.” Real-time Rendering & Graphics Hardware Pradeep Sen Class 8 – February 12, 2007 Carmack .plan (December 1996) “Direct-3D IM is a horribly broken API. It inflicts great pain and suffering on the programmers using it, without returning any significant advantages. I don't think there is ANY market segment that D3D is appropriate for, OpenGL seems to work just fine for everything from quake to softimage. There is no good technical reason for the existence of D3D.”
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