Lecture 8:

Real-Time Rendering (2nd Edition)

Info iconThis preview shows pages 1–2. Sign up to view the full content.

View Full Document Right Arrow Icon
1 Pradeep Sen Class 8 – February 12, 2007 ECE 595 / CS 491 / CS 591 Real-Time Rendering & Graphics Hardware Pradeep Sen Advanced Graphics Lab Class 8 February 12, 2007 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 Pradeep Sen Class 8 – February 12, 2007 Last time ± Vertex and Fragment programs Pradeep Sen Class 8 – February 12, 2007 Today ± DirectX ± High-level shading languages 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) 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… 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.” 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.” “I'm sure D3D will suck less with each forthcoming version,
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Image of page 2
This is the end of the preview. Sign up to access the rest of the document.

This note was uploaded on 01/30/2008 for the course ECE 595 taught by Professor Sen during the Spring '07 term at New Mexico.

Page1 / 4

Lecture 8: - Announcements ECE 595 / CS 491 / CS 591 Last...

This preview shows document pages 1 - 2. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online