Lecture 12:

Real-Time Rendering (2nd Edition)

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Unformatted text preview: 1 Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 ECE 595 / CS 491 / CS 591 Real-Time Rendering & Graphics Hardware Pradeep Sen Advanced Graphics Lab Class 12 February 28, 2007 Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Announcements ¡ Midterm exam next Wednesday (March 7 in class). Will cover up to and including next Monday’s lecture on hard shadows. Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Last time ¡ Started talking about the texture mapping pipeline, sampling Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Today ¡ More on the texture mapping pipeline Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Standard Texture Mapping Pipeline in 1D CPU GPU performed once 60 Hz ¢ The sampling process that transforms a spatially- continuous signal into a spatially-discrete representation introduces artifacts. ¢ These artifacts are not aliasing. In fact, they can be considered the effects of antialiasing. Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Why antialias? ¡ Demonstration of antialiasing Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 CPU GPU performed once 60 Hz ¢ Artifacts can obviously be reduced by sampling the signal more densely ¢ In terms of graphics, this means increasing the resolution of the texture… Standard Texture Mapping Pipeline in 1D Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 So why not use Large Textures? ¡ Problem # 1: This does not really fix these artifacts – Unlike film where the viewpoint is fixed, the user might zoom in enough to see them ¡ Problem # 2: Limited memory and bandwidth – Modern graphics cards have 512 MB of texture memory – Maximum OpenGL texture size is 4096 x 4096 – Only 10 textures of this size will fit (48 MB each) – Modern games have thousands of textures… Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Doom3 Texture Example 64 128 24 kB Doom3 , id (2004) 2 Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Previous Work CPU GPU performed once 60 Hz ¡ There has been considerable research into reducing these sampling artifacts ¡ Here are several techniques that do this while taking into account limitations of memory and bandwidth Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Texture Synthesis CPU GPU performed once 60 Hz input texture synthesized texture Yi et al. 2001 ¡ DeBonet 1997 ¡ Yi et al. 2001 ¡ Efros et al. 2001 ¡ Turk 2001 ¡ Zelinka et al. 2002 ¡ Kwatra el al. 2003 ¡ Yi 2004 Real-time Rendering & Graphics Hardware Pradeep Sen Class 12 – February 28, 2007 Texture Compression CPU GPU performed once 60 Hz ¡ Campbell et al. 1986 ¡ Beers et al. 1996 ¡ Iourcha et al. 1997Iourcha et al....
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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.

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Lecture 12 - 1 Real-time Rendering& Graphics Hardware Pradeep Sen Class 12 – ECE 595 CS 491 CS 591 Real-Time Rendering& Graphics Hardware

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