game programming (3d pipeline overview)

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Game Programming (3D Pipeline Overview). 2014. Spring. 3D Pipeline Overview. 3D Game Engine No matter how powerful target platform is, you will always need more Contents Fundamental Data Types Vertex, Color, Texture Geometry Formats Graphics Pipeline Visibility determination - PowerPoint PPT Presentation

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Game ProgrammingGame Programming(3D Pipeline Overview)(3D Pipeline Overview)

Game ProgrammingGame Programming(3D Pipeline Overview)(3D Pipeline Overview)

2014. Spring

3D Pipeline Overview

■ 3D Game Engine No matter how powerful target platform is, you will always

need more

■ Contents Fundamental Data Types

• Vertex, Color, Texture• Geometry Formats

Graphics Pipeline• Visibility determination

Clipping, Culling, Occlusion testing

• Resolution determination (LOD)• Transform, lighting• Rasterization

3D Rendering Pipeline (for direct illumination)

Transform into 3D world coordinate system

Illuminate according to lighting and reflection

Transform into 3D camera coordinate system

Transform into 2D camera coordinate system

Clip primitives outside camera’s view

Transform into image coordinate system

Draw pixels (includes texturing, hidden surface, …)

Coordinate Systems

X

Y

ZX

Y

Z

Left-handedCoordinate System

(typical computer graphicsReference system – Blitz3D, DarkBASIC)

Right-handed

Coordinate System

(conventional Cartesianreference system)

Transformations

■ Transformation occurs about the origin of the coordinate system’s axis

Translate Scale

Rotate

Order of Transformations Make a Difference

Translate along X 1;

Rotate about Z 45

Rotate about Z 45; Translate along X 1

Box centered atorigin

Order of Transformations

Hierarchy of Coordinate Systems

■ Also called: Scene graphs Called Skeletons in DarkBASIC

because it is usually used to represent people (arms, legs, body).

Local coordinate system

Transformations

Viewing Transformations

World X

Y

Z

The Camera

Parallel Projection

Perspective Projection

Lighting

■ Ambient basic, even illumination of all objects in a

scene ■ Directional

all light rays are in parallel in 1 direction - like the sun

■ Point all light rays emanate from a central point

in all directions – like a light bulb■ Spot

point light with a limited cone and a fall-off in intensity – like a flashlight

Cone anglePenumbra angle(light starts to drop off

to zero here)

Diffuse Reflection(Lambertian Lighting Model)

The greater the angle between the normal and the vector from the point to the light source, the less light is reflected. Most light is reflected when the angle is 0 degrees, none is reflected at 90 degrees.

Specular Reflection(Phong Lighting Model)

• Maximum specular reflectance occurs when the viewpoint is along the path of the perfectly reflected ray (when alpha is zero).

• Specular reflectance falls off quickly as alpha increases.

• Falloff approximated by cosn(alpha).• n varies from 1 to several

hundred, depending on the material being modelled.

• n=1 provides broad, gentle falloff• Higher values simulate sharp,

focused highlight.• For perfect reflector, n would be

infinite.

Fall off in Phong Shading

Small nLarge n

Approximating Curved Surfaces withFlat Polygons

Flat Shading – each polygon face has a normal that is used to perform lighting calculations.

Texture Maps Used in Tank Game

Fundamental Data Types

■ Vertices Store in XYZ coordinates in a sequential manner Most today’s graphics processing units (GPUs) will only use floats

as their internal format Simple approach

• Can be used for primitives with triangles that share vertices between their face

Ex) Triangle 0, 1st vertex Triangle 0, 2nd vertex Triangle 0, 3rd vertex Triangle 1, 1st vertex Triangle 1, 2nd vertex Triangle 1, 3rd vertex (…)Ex) a cube (8 vertices, 6 faces, 12 triangles) 12(triangles) x 3(vertices) x 3 (floats) x 4 (bytes) 432 bytes

DisadvantageRepeating the same vertices many times

Fundamental Data Types

Indexed Primitives• Two lists

Vertex list : Put the vertices in a list Indexed list

− Put the indices of the vertices for each face Ex) a cube: a cube (8 vertices, 12 triangles)vertex list: 8(verices) x 3(float) x 4(bytes) =96 bytesindexed list: 12(triangles) x 3(vertices index: unsigned integer) x 2

(bytes) = 72 bytes Total: 96 + 72 = 168 bytes (about 40%)

• Advantage Sending half the data is twice as fast All phases in the pipeline can work with this one

• Disadvantage Additional burden

− A vertex shared two faces that have different materials identifiers and texture coordinates

zz

zz

zzzz

zz

Fundamental Data Types

■ Quantization A lossy techniques

• Minimize the loss and achieve additional gain Downsampling

• Storing values in lower precision data types• Ex) coding floats into unsigned short or unsigned byte

Decompression (=reconstruction)• TC methods

Truncate and then centers Ex) truncate the floating point to an integer

to decode, decompressed by adding 0.5

)5.0),((),( yxItruncyxP

반올림 (Round)

Fundamental Data Types

■ Color RGB (or RGBA) color space

• Ex) floating-point black(0,0,0), white (1,1,1)• 24 bits modes

Color coded as bytes are internally supported by most APIs and GPUs

Some special case• Hue-Saturation-Brightness• Cyan-Magenta-Yellow• BGR colors (Targa texture format)• Luminance value

Fundamental Data Types

Alpha• Encode transparency (32 bit RGBA value)• The lower value, the less opacity

0: invisible (transparency) 255 (opaque)

• Disadv. Using alpha values embedded into texture maps

− Make the texture grow by one forth To save precious memory

− Using a regular RGB map and specifying alpha per vertex instead

Fundamental Data Types

■ Texture Mapping Increase the visual appeal of a scene by simulating the appearance

of different materials Two issues

• which texture map will use for each primitives

• How the texture will wrap around it which texture map will use

• Side effect A shared vertex

− A single vertex can have more than one texture

• Multitexturing (=multipass rendering) (chap. 17) Layer several textures in the same primitive to simulate a

combination of them

Fundamental Data Types

How textures are mapped onto triangles• (U, V) map that vertex to a virtual texture space• Usually stored as floats into the range(0, 1)• Special effects

Reflection map (on the fly)− Create the illusion of reflection by applying the texture

Geometry Formats■ Geometry Formats

How we will deliver the geometry stream to the graphics subsystem The geometry packing methods

• An optimal way Can achieve x2 performance

■ Geometry stream Five data types

• Vertices, normals, texture coordinates, colors• Indices to them to avoid repetition• Ex) 3 floats per vertex, 2 floats per texture, 3 floats per normal, 3

floats per color V3f T2f N3f C3f 132 bytes per triangle Ex) Pre-illuminated vertices (static lighting) V3f T2f N0f C3f 96 bytes per triangle Ex) bytes V3b T2b N0 C1b 18 bytes per triangle

A indexed mesh usually takes b/w 40 and 60 % of the space by the original data set

A Generic Graphics Pipeline

■ A Generic Graphics Pipeline Four stages

• Visibility determination Clipping, Culling, Occlusion testing

• Resolution determination LOD analysis

• Transform, lighting• Rasterization

Hardware Graphics Pipelines

CPUCPU GPUGPU

GPU Fundamentals:The Graphics Pipeline

■ A simplified graphics pipeline Note that pipe widths vary Many caches, FIFOs, and so on not shown

GPUCPU

ApplicationApplication TransformTransform RasterizerRasterizer ShadeShade VideoMemory

(Textures)

VideoMemory

(Textures)Xformed,Xformed,

LitLitVerticesVertices

(2D)(2D)

FragmentsFragments(pre-pixels)(pre-pixels)

FinalFinalpixelspixels

(Color, Depth)(Color, Depth)

Graphics StateGraphics State

Render-to-textureRender-to-texture

VerticesVertices(3D)(3D)

GPU Fundamentals:The Modern Graphics Pipeline

■ Programmable vertex processor!

■ Programmable pixel processor!

GPUCPU

ApplicationApplication VertexProcessor

VertexProcessor RasterizerRasterizer Pixel

ProcessorPixel

ProcessorVideo

Memory(Textures)

VideoMemory

(Textures)Xformed,Xformed,

LitLitVerticesVertices

(2D)(2D)

FragmentsFragments(pre-pixels)(pre-pixels)

FinalFinalpixelspixels

(Color, Depth)(Color, Depth)

Graphics StateGraphics State

Render-to-textureRender-to-texture

FragmentProcessorFragmentProcessor

VerticesVertices(3D)(3D)

VertexProcessor

VertexProcessor

GPU Pipeline: Transform

■ Vertex Processor (multiple operate in parallel) Transform from “world space” to “image space” Compute per-vertex lighting

GPU Pipeline: Rasterizer

■ Rasterizer Convert geometric rep. (vertex) to image rep. (fragment)

• Fragment = image fragment Pixel + associated data: color, depth, stencil, etc.

Interpolate per-vertex quantities across pixels

GPU Pipeline: Shade

■ Fragment Processors (multiple in parallel) Compute a color for each pixel Optionally read colors from textures (images)

Visibility culling(Clipping & Culling)

View frustum culling (=clipping)

Occlusion culling

Back-face culling

Clipping

■ Clipping The process of eliminating unseen geometry by testing it

against a clipping volume, such as screen• If the test fails, Discard that geometry

The clipping test must be faster than drawing the primitives The camera has horizontal aperture of 60 degrees (standard)

• 60/360: 17 % of geometry visible , 83% discard• Ex) FPS, driving simulators

Clipping methods• Triangle Clipping• Object Clipping

Bounding Sphere, Bounding Box

Clipping

■ Triangle Clipping Clipping each and every triangle prior to rasterizing it The triangle level test will not provide good results hardware clipping

• Great performance with no coding• But, not using the bus very efficiently

Sending whole triangles through the bus to the graphics card

− Clipping test in the graphics chip− Send lots of invisible triangles to the card

ApplicationStage

GeometryStage

RasterizationStage

3D Triangles 2D Triangles Pixels

Clipping

■ Object Clipping Work on an object level

• if a whole object is completely invisible discard• if a whole object is completely or partially within the

clipping volume H/W triangle clipping will be used Bounding Volume (Ex: spheres and boxes)

• Represent the boundary of the object • False positive

The BV will be visible but the object won’t

• Provide us with constant-cost clipping methods Ex) 1000-triangle object vs. 10000-trianle object

ApplicationStage

GeometryStage

RasterizationStage

3D Triangles 2D Triangles Pixels

Clipping

■ Bounding Sphere Defined by its center and radius

• Center (SCx, SCy, SCz), radius (SR) Given six clipping planes View volume

Ax + By + Cz + D = 0 (clipping plane)• A,B,C: plane normal• D: defined by A,B,C and a point in the

plane Clipping test

A * SCx + B * SCy + C * SCz + D < -SR• Return true if the sphere lies in the

hemispace opposite the plane normal

Clipping

Advantage• Inexpensive The test is the same as testing a point • Rotation invariance

Disadvantage• Tend not to fit the geometry well

Lots of false positive Ex) a pencil-shaped object

Clipping

■ Bounding Boxes Provide a tighter fit

• Less false positive will happen• More complex than with spheres• Don’t have rotational invariance

Boxes can either be axis aligned or generic• An axis-aligned bounding box (AABB)

Parallel to the X, Y, Z axes

• Defined by two points (from all the points) the minimum X, Y, Z value found in any of them the maximum X, Y, Z value found in any of them

Culling

■ Culling Eliminate geometry depending on its orientation Well-formed object

• The vertices of each triangle are defined in CCW order• Eliminate About one half of the processed triangles

House mesh Polygon soup

Culling

Boundary representation (B-rep)• A volume enclosed by the object• No openings or holes that allow us to look inside

Culling

Culling Test• 3D well-formed object

Back-facing normals Cull away− The faces whose normals are pointing away from the

viewpoint

• The simplest form of culling Culling take place inside the GPU

Object culling is by far less popular than object clipping• The benefit of culling: 50%, clipping: about 80%• If your geometry is prepacked in linear structures, you

don’t want to reorder it because of the culling

front

backeye

Culling

■ Object Culling Reject back-facing primitives

• Classify different triangles in an object according to their orientation (load time or preprocess)

• Create the cluster Partition of the normal space value

− Longitude and latitude− Use a cube as an intermediate

primitive

ApplicationStage

GeometryStage

RasterizationStage

3D Triangles 2D Triangles Pixels

Occlusion Testing

■ After Clipping and culling Some redundant triangles can still survive Camera-facing primitive overlap each other

• Painting them using Z-buffer to properly order them (overdraw)

• Occluder: the one closest to the viewer

■ Occlusion prevention policies Indoor rendering (chap. 13)

• Potentially Visible Set (PSV) culling• Portal rendering

Outdoor rendering (chap. 14)

ApplicationStage

GeometryStage

RasterizationStage

3D Triangles 2D Triangles Pixels

Occlusion Testing

■ Occlusion Testing Draw the geometry front to back

• Large occluders are painted first if its BV will alter the Z-buffer

• Paint the geometry if the BV will not affect the results

• Reject the object (fully behind other objects)

Resolution Determination

■ Examples: huge mountains and thousands of trees Clipping (aperture of 60) 1/6 of the total triangle Culling 1/12 (= 1/2 * 1/6) Occlusion about 1/15 Geometry

• Terrain 20km*20km square terrain patch with sampled every meter

400 million triangle map

• Trees Realistic tree 25,000 triangle One tree for every 20 meters 25 billion triangle per

frame ??

Level-of-detail rendering

■ use different levels of detail at different distances from the viewer

Level-of-detail rendering

■ not much visual difference, but a lot faster

use area of projection of BV to select appropriate LOD

Resolution Determination

■ Multiresolution Human visual system tends to focus on larger, closer object

(Especially if they are moving) Two components

• A resolution-selection (heuristic) The distance from the object to the viewer

− Far from perfect (The object is far away, but huge??) The area of the projected polygon

− Perceived size, not with distance

• Rendering algorithms that handles the desired resolution A discrete approach (memory intensive) (Noticeable popping)

− Simply select the best-suited model from a catalog of varying quality models

A continuous method (high CPU hit)− Derive a model with the right triangle count on the fly

Clipping, Culling, and occlusion tests determine what we are seeingResolution test determine how we see it

Transform and Lighting

■ Transform stage Perform geometric transformation to the incoming data

stream (rotation, scaling, translation, …) Handle the projection of the transformed vertices to screen-

coordinates (3D coord. 2D coord.)

■ Lighting stage Most current API and GPUs offer H/W lighting

• Only per-vertex Global illumination

• must be computed per pixel Light mapping (using multitexturing) (chap.17)

• Stores the light information in low-resolution textures Allow per-pixel quality at a reasonable cost

ApplicationStage

GeometryStage

RasterizationStage

3D Triangles 2D Triangles Pixels

Rasterization

■ Rasterization (perform fully in H/W) The process by which our geometry is converted to pixel

sequences on a monitor Immediate mode

• Sending primitives individually down the bus, one by one• Easiest to code• the worst performance (bus fragmentation)

glBegin (GL_TRIANGLES);glColor3f(1, 1, 1);glVertex3f(-1, 0, 0);glVertex3f(1, 0, 0);glVertex3f(0, 1, 0);glEnd();

Rasterization

Packed primitives• Vertex arrays(OpenGL), vertex buffers(DirectX)• Pack all the data in one or more arrays

Three separate array: vertex, color and texture information

• Use a single call to deliver the whole structure to the H/W Interleaved arrays

• Interleave the different types of informationEx) V[0].x V[0].y V[0].z C[0].r C[0].g C[0].b T[0].u T[0].v (…)

ApplicationStage

GeometryStage

RasterizationStage

3D Triangles 2D Triangles Pixels

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