Computer Graphics 3 Lecture 2: 3D Graphics and Evolution Benjamin Mora 1 University of Wales Swansea...

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Computer Graphics 3Lecture 2:

3D Graphics and Evolution

Benjamin Mora 1University of Wales

Swansea

Pr. Min ChenDr. Benjamin Mora

60’s

2Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1959 : De Casteljau Algorithm

Smooth curve modelling for car designs

60’s

3Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1960 : Computer Graphics Term

By William Fetter

60’s

4Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1962 : Bezier Curves

•Mathematical redefinition of De Casteljau algorithm.

•Automobile Context.

60’s

5Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1962 : Bresenham Algorithm

Draw lines on Raster Displays

70’s

6Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1970’s : Evans and Sutherland Computers

Graphics Oriented Computers

1971 : Gouraud Shading

Better shading

1972 : Pong

http://www.sirgalahad.org/paul/sw/winlock/img/pong.png

70’s

7Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1973 : Phong Shading

Published in Phong Thesis. Illumination model + interpolation technique

http://en.wikipedia.org/wiki/Phong_shading

1974 : Edwin Catmull Thesis

-Z-buffering

-Texturing

-Catmull-Rom Splines

1976 : Future World movie

Used Computer Graphics effects.

70’s

8Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1978 : Catmull-Clark and Doo-Sabin subdivisions

1978 : Space invaders1979 : Catmull launches Pixar

80’s

9Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

&

Entertainment

1980 : Pacmanhttp://www.geekrant.org/files/2006/pacman-hide.png

1982 : SGI created by Jim Clark

-IRIS 1000 (84)

-Indigo, Indy, Octane Series will follow.

-IRIX OS

1980’s : More Computer Games. 8-16-32 bits consoles. Sprites used.

1984 : Commodore 64. 6510 1 MHz

1985 : Amstrad CPC 464, 664, 6128. Z80@4 MHz

1985 : Atari 520 st.

Amiga 1000. Motorola 68K. 7.16 MHz

16/32 bits. Co-processors, Blitter, Line drawing, area filling.

80’s

10Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Software

1984 : J. Kajiya. & Von Herzen. Ray-Tracing Volume Densities.

Realistic Volume rendering

1984 : Goral et al.

Radiosity. (Global Illumination for diffuse only surfaces)

1988 : Marc Levoy: Display of surfaces from Volume Data.

Efficient shading for volume rendering

1986 : J. Kajiya. The Rendering Equation.

First General Global Illumination Algorithm

1987 : Lorensen & Cline: Marching Cube algorithm.

Triangularization of an isosurface

90’s

11Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1991 : Terminator 2.

CG made characters

1992 : Wolfeinstein 3D

Ray-Casting

1993 : Doom.

Improved graphics.

1990’s : Graphics API’s.

GDI, DirectX (1995), Glide (3D FX).

1992 : OpenGL 1.0 (SGI).

1991 : S3 Graphics.

2D accelerator cards for PCs

1995 : 3D accelerators.

S3 Virge. ATI Rage. Matrox Mystique

1995 : PCs more powerful than consoles and other Computers

90’s

12Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

1996 : Voodoo 3D Fx accelerator cards for PCs

Faster than anything else

1996 : SGI buys Cray

1997 : Instant Radiosity technique by A. Keller.

Hardware accelerated Global Illumination

1995 : Toy Story by Pixar

First full CG movie.

90’s

13Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Entertainment 1998 : Antz (Dreamworks) & A bug’s life (pixar).

Better Graphics and Animations

1998 : Voodoo 2

SLI

1999 : Voodoo 3, NVidia Riva TNT 2, ATI Rage 128, Matrox G400

~Same power

Direct 3D 5,6

1999 : Geforce 256

Transform and Lightning

Direct3D 7 compatible

2000’s

14Benjamin MoraUniversity of Wales

Swansea

1960 1970 1980 1990 2000

Hardware

Software

Entertainment

2001 : Final Fantasy

More realism than ever before

From 2000 : Arm Race

Between ATI and NVidia

DirectX 10: Displaced Subdivision

15Benjamin MoraUniversity of Wales

Swansea

Images © Fantasy Lab and Wizards of the Coast From GDC’06 slides made by Peter-Pike Sloan, Microsoft Corporation

GeForce 256 GeForce 2GeForce 3 GeForce 4

GeForce fx 5800

GeForce 6800

GeForce 7800

GeForce 8800 GTX

GeForce 256 GeForce 2 GeForce 3GeForce 4

GeForce fx 5800

GeForce 6800

GeForce 7800

GeForce 256 GeForce 2GeForce 3 GeForce 4

GeForce fx 5800

GeForce 6800

GeForce 7800

GeForce 8800 GTX

GeForce 256 GeForce 2 GeForce 3GeForce 4

GeForce fx 5800

GeForce 6800

GeForce 7800

0

100

200

300

400

500

600

700

800

900

1000

NVidia Series: Vertices/S and Transistors

16Benjamin MoraUniversity of Wales

Swansea

September 1999 November 2006

Millions Vertices/S

Millions Transistors

GeForce 256GeForce 2 GeForce 3 GeForce 4 GeForce fx 5800

GeForce 6800

GeForce 7800

GeForce 8800 GTX

0

5000

10000

15000

20000

25000

30000

35000

40000

NVidia Series: Texels/S

17Benjamin MoraUniversity of Wales

Swansea

September 1999 November 2006

Millions Texels/S

NVidia Series: GFlops (Source NVidia)

18Benjamin MoraUniversity of Wales

Swansea

GF

LOP

S

G80 = GeForce 8800 GTX

G71 = GeForce 7900 GTX

G70 = GeForce 7800 GTX

NV40 = GeForce 6800 Ultra

NV35 = GeForce FX 5950 Ultra

NV30 = GeForce FX 5800

Trends in GPU Evolution, NVidia

19Benjamin MoraUniversity of Wales

Swansea

TNT 2

GeForce 256

GeForce 2-3

GeForce 3

GeForce fx

GeForce 6800

GeForce 8800

•GP-GPU Purpose

•CUDA

•DirectX 10

GeForce GT2xx

•Double Precision

•1 TFlop

Top of the range graphics cards

20Benjamin MoraUniversity of Wales

Swansea

ATI 4870X2 NVidia GT280

Pictures from www.anandtech.com

GeForce 8800 Unified Architecture

21Benjamin MoraUniversity of Wales

Swansea

L2

FB

SP SP

L1

TF

Th

rea

d P

roc

es

so

r

Vtx Thread Issue

Setup / Rstr / ZCull

Geom Thread Issue Pixel Thread Issue

Data Assembler

Host

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

SP SP

L1

TF

L2

FB

L2

FB

L2

FB

L2

FB

L2

FB

From David B. Kirk, “Types of Parallelism”,

NVidia

GeForce GT280 Unified Architecture

22Benjamin MoraUniversity of Wales

Swansea

1.4 Billions transistors

140 GB/s memory Bandwidth

240 cores @ 1.3 GHz. ~ 1 TFlops

8x00 Series

9x00 Series

GT2x0 Series

ATI graphics cards

23Benjamin MoraUniversity of Wales

Swansea

Top of the range:

•4870 :

•10 SIMD units

•800 proc. @750 MHz.

•956 Millions transitors.

•1.2 TFlops (MADDs).

•115 GB/s.

•4870 X2: twice the processors and twice the memory.

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