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Advanced Graphics Workshop - Prabindh Sundareson, Texas Instruments GFX2011 Dec 3 rd  2011 Bangalore Note: This slide set is a public version of the actual slides presented at the workshop
GFX2011 8.30 AM [Registration and Introduction, Equipment setup] 9.00 AM Why Graphics ? Present and Future  – Prof. Vijay Natarajan, Assistant Professor, Department of Computer Science and Automation, IISc, Bangalore 9.45 AM Introduction to the OpenGL/ES Rendering pipeline, and algorithms Detailed walkthrough of the OpenGL ES2.0 spec and APIs – Part 1 1.00 PM [Lunch] Detailed walkthrough of the OpenGL ES2.0 spec and APIs – Part 2 - Break - Framework and platform integration - EGL, Android (SurfaceFlinger) Tools for performance benchmarking, and Graphics Development Q&A, Certificate presentation to participants – Networking
Detailed Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
GPU HW Architectures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
GPU integrated SOCs ,[object Object],CPU size  ~= GPU size
Integrated GPU architectures (Samsung SRP) From – Khronos presentation
Vivante GPU Architecture ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],From -  http://www.socip.org/socip/speech/pdf/2-Vivante-SoCIP%202011%20Presentation.pdf   Spec evolution
OpenGL specification evolution Reading the spec
A note on reading the GLES specifications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Extensions
What are Extensions ? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Dependencies
OpenGL Dependencies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],GL vs ES
OpenGL 2.0 vs OpenGL ES2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],GLES API
The OpenGL ES API ,[object Object],[object Object],[object Object],[object Object],[object Object],Client server
The GL Client – Server Model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],GL,SL, EGL spec versions
OpenGL  Specifications OPENGL Full version ES version Common Common-Lite GLSL companion GLSL-ES companion What we miss in ES compared to desktop version: Polygons, Display lists, Accumulation buffers,… Currently in 4.0+ Currently in 2.0 Currently in 1.0.16 Currently in 1.20 EGL Currently in 1.3 Core GL Spec Shader Spec Platform Integration EGL Currently in 1.3 Programming Flow
Programming in OpenGL / ES ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Frames/vertex/basics
Preliminaries ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Frame switch (Uniform) Driver frame draw (non-uniform) Real frame switch  happens here Triangles
Why Triangles ? ,[object Object],+ + ??? pipeline
ES2.0 Pipeline What do the APIs look like ? …
The GLES API – Overall view Global Platform  Management Vertex  Operations Texture  Operations Shader  Operations Rendering  Operations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],State  Management ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Context Management ,[object Object],[object Object],[object Object],EGL GL
Starting on the GPU
Flush, and Finish ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
A note on WebGL ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Programming  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Below link contains introductory video for starting the labs: http://www.youtube.com/watch?v=TM6t2ev9MHk
Texturing
A note on Binding, Buffer Objects ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Correct approach of data transfers ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Texturing basics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Uv mapping
Texturing 3D objects ,[object Object],[object Object],[object Object],[object Object],compression
Texture Compression types ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],KTX
Khronos KTX file format ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
KTX format … Passing coords
Texture coordinates to GPU ,[object Object],[object Object],WebGL/Textures
Note on WebGL and Textures ,[object Object],[object Object],[object Object],Programming
Programming with Textures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Note on the lab hints ,[object Object],[object Object]
Lab 94 – Texturing (Keys to remove errors) ,[object Object],[object Object],[object Object],[object Object]
Vertices, Transformations
What are vertices ? ,[object Object],[object Object],[object Object]
Vertex operations ,[object Object],[object Object],[object Object],[object Object],Attributes
Vertex Attributes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],CPU to GPU xfer
Vertices – CPU to GPU ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Cartesian
Translation ,[object Object],X  = 0 X = 0.4    Translation applied to all objects (effect is not dependent on depth of object)
Rotation x y z Rotation    Observe effect of x offset! Refresh M,V,P after every rotate -0 Lookat
Getting the eye to see the object ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Viewport
Viewport Transformation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],HW optimisations
Summary - The Transformation Sequence Translation example mathematical step - w
HW Optimisations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Programming
Programming ! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Lab 913 – Keys for “Eyeing the eyes”  ,[object Object],[object Object],[object Object],[object Object]
Real life 3D models
Real-life modelling of objects ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Programming ,[object Object],[object Object],[object Object],[object Object],[object Object]
Shaders
Vertices, Fragments - Revisited ,[object Object],[object Object],[object Object],[object Object],[object Object],Shader characteristics
Shader characteristics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Inputs to shader
Inputs to the Shaders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Shader types
Fragment Shaders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Sample Frag shader
Program ,[object Object],[object Object],Precision
Advanced Shaders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Programming with Shaders ,[object Object],[object Object],[object Object],[object Object],[object Object]
Lab 96 – Keys for “Squishing the slice” ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering Targets
Rendering Targets ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Need
Need for offscreen rendering ,[object Object],[object Object],[object Object],[object Object],[object Object],FBO
FrameBuffer Object ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],rtt
Render-To-Texture ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],APIs
Post-processing operations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],programming
Programming FBO and back to Fb ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Programming ,[object Object],[object Object],[object Object],[object Object]
Lab 910 – Keys for “Render to Texture” lab ,[object Object],[object Object],[object Object],[object Object]
Platform Integration
Setting up the platform - EGL ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Android
Android Integration Details ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Surfaceflinger
Android SurfaceFlinger architecture ,[object Object],[object Object],[object Object],[object Object],composition
Optimising OpenGL / ES applications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],debugging
Debugging OpenGL ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
References ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Appendix: Video and Graphics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Q & A, Feedback ,[object Object],[object Object]

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Advanced Graphics Workshop - Texas Instruments GFX2011 Dec 3rd 2011 Bangalore

  • 1. Advanced Graphics Workshop - Prabindh Sundareson, Texas Instruments GFX2011 Dec 3 rd 2011 Bangalore Note: This slide set is a public version of the actual slides presented at the workshop
  • 2. GFX2011 8.30 AM [Registration and Introduction, Equipment setup] 9.00 AM Why Graphics ? Present and Future – Prof. Vijay Natarajan, Assistant Professor, Department of Computer Science and Automation, IISc, Bangalore 9.45 AM Introduction to the OpenGL/ES Rendering pipeline, and algorithms Detailed walkthrough of the OpenGL ES2.0 spec and APIs – Part 1 1.00 PM [Lunch] Detailed walkthrough of the OpenGL ES2.0 spec and APIs – Part 2 - Break - Framework and platform integration - EGL, Android (SurfaceFlinger) Tools for performance benchmarking, and Graphics Development Q&A, Certificate presentation to participants – Networking
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  • 15. OpenGL Specifications OPENGL Full version ES version Common Common-Lite GLSL companion GLSL-ES companion What we miss in ES compared to desktop version: Polygons, Display lists, Accumulation buffers,… Currently in 4.0+ Currently in 2.0 Currently in 1.0.16 Currently in 1.20 EGL Currently in 1.3 Core GL Spec Shader Spec Platform Integration EGL Currently in 1.3 Programming Flow
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  • 44. Rotation x y z Rotation  Observe effect of x offset! Refresh M,V,P after every rotate -0 Lookat
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  • 47. Summary - The Transformation Sequence Translation example mathematical step - w
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