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.