文档介绍:Real-Time Rendering实时绘制
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浙江大学CAD&CG国家重点实验室,教I 三楼
Xiaogang Jin 1 11/11/2017
参考文献
Tomas Akenine-Moller, Eric Haines, “Real-Time Rendering”, Second Edition, 2002, A K Peters Ltd.(实时计算机图形学,普建涛译,北京大学出版社,2004年7月)
Alan Watt, Fabio Policarpo, “3D Games: Real-Time Rendering and Software Technology”, 2001,Addison Wesley.
Alan Watt, Fabio Policarpo, “3D Games: Animation and Advanced Real-Time Rendering”, 2003,Addison Wesley.
要求了解:图形学基本知识
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考查成绩
上机作业:50%编一个实时绘制的程序,选题不限。交源程序+运行程序。直接从网络上拷贝:not good!
读书报告:50%
针对实时绘制中的某一专题写一篇自己的心得体会,4000字左右。
Xiaogang Jin 3 11/11/2017
背景
三维游戏的需求In 2002 the video game industry surpassed the film industry
视景仿真的需求
图形卡的发展
Vertex shader: replaces fixed-function transform and lighting
Pixel shader: replaces texturing stages
Xiaogang Jin 4 11/11/2017
研究内容
Algorithms that create synthetic images fast enough that viewer can interact with a virtual environment.Algorithms underlying 3D game engines
主要研究: 三维绘制,用户交互(User Interaction)Modeling, animation, are also important, but these topics are beyond our scope
Xiaogang Jin 5 11/11/2017
研究内容(续)
图形加速卡的发展超越了Moore定律.1999-2002年期间,图形加速卡快了10倍
Graphics Libraries: appear, evolve, and sometimes die out (如:3dfx’s Glide API)
Describe algorithms are likely to be used for some time e.Avoid describing specific APIs, chips, buses, memory architectures
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在线资源
Web site/
Contains link to: tutorials, demonstration programs, code samples, software libraries, book collections, and more …
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Chapter 1. Introduction
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真实感(Realistic);
实时性(Real Time)Real time rendering is concerned with making images rapidly on puter.The user is immersed in a dynamic process.
图形学发展的两个目标
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如何度量实时?
Rate measure: frames per second (fps)
1 fps: little sense of interactivity
6 fps: a sense of interactivity starts to grow
15 fps: certainly r