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 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)
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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. 1997 Fenney 2003 Strom et al. 2005 Extremely fast decompression Random pixel access Known constant-time lookup Texture compression has requirements that make standard image compression algorithms unfeasible: 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
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  • Spring '07
  • Sen
  • Texture mapping, 3D computer graphics, Texture filtering, Pradeep Sen, Hardware Pradeep Sen, Graphics Hardware Pradeep

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