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Clever Uses of OpenGL. Kurt Akeley CS248 Lecture 16 15 November 2007 http://graphics.stanford.edu/courses/cs248-07/. Emphasis. Is on OpenGL mechanisms and their application OpenGL is a power tool It can be applied in clever and non-obvious ways
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Clever Uses of OpenGL Kurt Akeley CS248 Lecture 16 15 November 2007 http://graphics.stanford.edu/courses/cs248-07/
Emphasis Is on OpenGL mechanisms and their application • OpenGL is a power tool • It can be applied in clever and non-obvious ways Is not full coverage of useful graphics algorithms • Many will not be covered • But what we do cover will be useful
Reference Advanced Graphics Programming Using OpenGL • Tom McReynolds (NVIDIA) • David Blythe (Microsoft, Direct3D 10 architect)
Informal taxonomy of clever uses Accumulation • Z-buffer • Transparent surfaces • Multisample antialiased surfaces with pre-filtered lines • Image composition Texture • Contour mapping • Image warping • Billboards • Implementing pre-filter antialiasing with texture lookup • Volume rendering Polygon offset • Coplanar primitives • Hidden-line rendering Stencil • Capping • Shadow volumes GPGPU
Invariance On a single machine • Appendix A • Invariant enable/disable • Consistent input sequence • E.g., use glFrontFace to reverse facing direction, rather than reordering the vertexes or reflecting by scaling Cross-platform • Be careful! • OpenGL’s design emphasized cross-platform compatibility • But there are still many differences between platforms • Endian issues and support
Accumulation Basic idea: • Build up a final image in the framebuffer by depth buffering and/or blending multiple images Examples • Z-buffer • Transparent surfaces • Multisample solids with pre-filtered antialiased lines • Image composition
Z-buffer glEnable(GL_DEPTH_TEST);glDisable(GL_DEPTH_TEST); glDepthFunc(GL_NEVER | GL_LESS | GL_EQUAL | GL_LEQUAL | GL_GREATER | GL_NOTEQUAL | GL+GEQUAL | GL_ALWAYS);glDepthFunc(GL_ALWAYS); // invariant disable glDepthMask(GL_TRUE); // enable writingglDepthMask(GL_FALSE); // disable writing if (Zfrag depthfunc Zpixel) { if (Rcolormask) Rpixel Rfrag; if (Gcolormask) Gpixel Gfrag; if (Bcolormask) Bpixel Bfrag; if (Acolormask) Apixel Afrag; if (depthmask) Zpixel Zfrag;}
Transparent surfaces glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);draw opaque objects glDepthMask(GL_FALSE); // key OpenGL modeglEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glEnable(GL_CULL_FACE); // optionalglCullFace(GL_BACK);draw transparent surfaces in any order glDisable(GL_DEPTH_TEST);glDisable(GL_LIGHTING);glDepthMask(GL_TRUE);glDisable(GL_BLEND);glDisable(GL_CULL_FACE);
Multisample and pre-filter antialiasing glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);glEnable(GL_MULTISAMPLE);draw solid objects (triangles) glDepthMask(GL_FALSE);glDisable(GL_MULTISAMPLE);glEnable(GL_LINE_SMOOTH);glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE);glDisable(GL_LIGHTING); // optionaldraw pre-filter antialiased lines in any order glDisable(GL_DEPTH_TEST);glDisable(GL_LIGHTING);glDepthMask(GL_TRUE);glDisable(GL_LINE_SMOOTH);glDisable(GL_BLEND);
Image composition (fade) glEnable(GL_BLEND);glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE); glBlendColor(0, 0, 0, first weight);glDrawPixels(first image); glBlendColor(0, 0, 0, second weight);glDrawPixels(second image); glDisable(GL_BLEND);
Image composition (over) glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ZERO);glDrawPixels(first image); gllendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glDrawPixels(second image); glDisable(GL_BLEND);
Texture Basic idea: • Use texture mapping mechanisms for creative purposes Examples • Contour mapping • Image warping • Billboards • Implementing pre-filter antialiasing texture lookup • Volume rendering
Contour mapping glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);glEnable(GL_TEXTURE_1D);glEnable(GL_TEXTURE_GEN_S);glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);glTexGenfv(GL_S, GL_EYE_PLANE, vec4f(f, 0, 10, 0, 0));draw objects without specifying texture coordinates glDisable(GL_DEPTH_TEST);glDisable(GL_LIGHTING);glDisable(GL_TEXTURE_1D);glDisable(GL_TEXTURE_GEN_S); Today a vertex shader is amore general TexGen mechanism.But the notion of generated texturecoordinates remains important.
Image warping glEnable(GL_TEXTURE_2D);for (y=0; y<(height-1); ++y) { glBegin(GL_QUAD_STRIP); for (x=0; x<width; ++x) { glTexCoord2fv(tex[index(x,y)]); glVertex2fv (vtx[index(x,y)]); glTexCoord2fv(tex[index(x,y+1)]); glVertex2fv (vtx[index(x,y+1)]); } glEnd();}
Billboards Application Poster-child application of geometry shaders! Vertex assembly Vertex operations Primitive assembly Primitive operations Rasterization Fragment operations Framebuffer Advanced Graphics Programming Using OpenGLFigure 13.4 Display
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Pre-filter antialiasing via texture lookup Application Another ideal geometry-shader application Vertex assembly // draw pre-filtered point at (x,y)const float h = 1.5; // 3x3 filterglEnable(GL_TEXTURE_2D);glBegin(GL_QUADS);glTexCoord2f(0, 0); glVertex2f(x-h, y-h);glTexCoord2f(0, 1); glVertex2f(x-h, y+h);glTexCoord2f(1, 1); glVertex2f(x+h, y+h);glTexCoord2f(1, 0); glVertex2f(x+h, y-h);glEnd(); Vertex operations Primitive assembly Primitive operations Rasterization (0 1) (1 1) (x-h y+h) (x+h y+h) Fragment operations Framebuffer Display (0 0) (1 0) (x-h y-h) (x+h y-h)
Volume rendering Advanced Graphics Programming Using OpenGLFigure 20.12 Advanced Graphics Programming Using OpenGLFigure 20.13
Polygon offset Basic idea: • Avoid depth fighting by biasing Z values Examples • Coplanar primitives • Hidden lines • Silhouette edges
Polygon mode glPolygonMode(GLenum face, GLenum mode); GL_FILL, GL_LINE, GL_POINT Face culling happensbefore conversionto lines or points! GL_FRONT, GL_BACK, GL_FRONT_AND_BACK GL_FILL GL_LINE GL_POINT
Triangle(on edge) Line(on edge) -z View position Polygon offset Correspond to polygon modes glEnable/glDisable(GL_POLYGON_OFFSET_FILL | GL_POLYGON_OFFSET_LINE | GL_POLYGON_OFFSET_POINT); glPolygonOffset(GLfloat factor, GLfloat units); Minimum resolvable z-buffer difference
Coplanar primitives glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);glEnable(GL_POLYGON_OFFSET_FILL);glPolygonOffset(maxwidth/2, 1);draw planar surface glDepthMask(GL_FALSE);glDisable(GL_POLYGON_OFFSET_FILL);draw points, lines, and polygons on the planar surface glDisable(GL_DEPTH_TEST);glDisable(GL_LIGHTING);glDepthMask(GL_TRUE);
Hidden lines glEnable(GL_DEPTH_TEST);glDisable(GL_LIGHTING);glColorMask(false, false, false, false);glEnable(GL_POLYGON_OFFSET_FILL);glPolygonOffset(maxwidth/2, 1);draw solid objects glDepthMask(GL_FALSE);glColorMask(true, true, true, true);glColor3f(linecolor);glDisable(GL_POLYGON_OFFSET_FILL);glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);draw solid objects again glDisable(GL_DEPTH_TEST);glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);glDepthMask(GL_TRUE);
Silhouette lines (true hidden-line drawing) glEnable(GL_DEPTH_TEST);glDisable(GL_LIGHTING);glColorMask(false, false, false, false);glEnable(GL_POLYGON_OFFSET_FILL);glPolygonOffset(maxwidth/2, 1);draw solid objects glDepthMask(GL_FALSE);glColorMask(true, true, true, true);glColor3f(1, 1, 1);glDisable(GL_POLYGON_OFFSET_FILL);glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);glEnable(GL_CULL_FACE);glCullFace(GL_FRONT);draw solid objects againdraw true edges // for a complete hidden-line drawing glDisable(GL_DEPTH_TEST);glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);glDepthMask(GL_TRUE);glDisable(GL_CULL_FACE); Additions to the hidden-line algorithm (previous slide) highlighted in red
Stencil Basic idea: • Implement a simple state machine in every pixel Examples • Capping • Shadow volumes
Stencil glEnable(GL_STENCIL_TEST);glDisable(GL_STENCIL_TEST); glStencilFunc(GLenum func, GLint ref, GLuint mask); glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); glStencilMask(GLuint mask); GL_NEVER, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL, GL_EQUAL, GL_NOTEQUAL, GL_ALWAYS Bitmask, not Boolean flag GL_KEEP, GL_ZERO, GL_REPLACE (with ref), GL_INCR, GL_DECR, GL_INVERT
Z-buffer operation (again) if (Zfrag depthfunc Zpixel) { if (Rcolormask) Rpixel Rfrag; if (Gcolormask) Gpixel Gfrag; if (Bcolormask) Bpixel Bfrag; if (Acolormask) Apixel Afrag; if (depthmask) Zpixel Zfrag;}
Stencil operation if ((ref & mask) stencilfunc (Spixel & mask)) {if (Zfrag depthfunc Zpixel) { if (Rcolormask) Rpixel Rfrag; if (Gcolormask) Gpixel Gfrag; if (Bcolormask) Bpixel Bfrag; if (Acolormask) Apixel Afrag; if (depthmask) Zpixel Zfrag; StencilOp(zpass); } else { StencilOp(zfail); }}else { StencilOp(fail);} Z-buffer operation Stencil implements a state machine in each pixel .(A programmable action occurs in every cases)
Capping glEnable(GL_DEPTH_TEST); // remains enabledglEnable(GL_LIGHTING);for (int i=0; i<max; ++i) { drawWithCap(model, i); … drawWithCap(int model, int i) { setMaterial(model, i); glEnable(GL_CLIP_PLANE0); glEnable(GL_STENCIL_TEST); glEnable(GL_CULL_FACE); glStencilFunc(GL_GEQUAL, 1, 3); // don’t change capped pixels glCullFace(GL_BACK); // render frontfacing only glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO); // clear stencil to 0 drawModel(model, i); glCullFace(GL_FRONT); // render backfacing only glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // set stencil to 1 drawModel(model, i); glDisable(GL_CULL_FACE); glDisable(GL_CLIP_PLANE0); glStencilFunc(GL_EQUAL, 1, 3); // draw only where stencil is 1 glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // set stencil to 2 drawCap(); glDisable(GL_STENCIL_TEST);}
Shadow volumes Similar to capping: • Render the scene • Render shadow volumes • Don’t change color or depth • Use stencil to determine in/out • Reduce intensities of pixels in shadow Common game technique • E.g., Quake, Doom Simple frustum culling fails! • Must keep light sources and occluders that cast shadows on geometry within the frustum
GPGPU Basic idea: • General-purposes computing on GPUs • Take advantage of the huge compute power of modern GPUs
Multi-pass vector processing (2000) • Treat OpenGL as a very long instruction word • Compute vector style • Apply inst. to all pixels • Build up final image in many passes • Peercy, Olano, Airey, and Ungar, Interactive Multi-Pass Programmable Shading, SIGGRAPH 2000 • (Figure adapted from the SIGGRAPH paper) #include “marble.h” surface marble() { varying color a; uniform string fx; uniform float x; x = ½; fx = “noisebw.tx”; FB = texture(tx, scale(x,x,x)); repeat(3) { x = x * 0.5; FB *= 0.5; FB += texture(tx, scale(x,x,x)); } FB = lookup(FB,tab); a = FB; FB = diffuse; FB *= a; FB += environment(“env”); }
GPGPU Still operates on images • Conceptually 2-D arrays of data elements Deemphasizes VLIW thinking • Most pipeline stages are not used • What is used: • Rasterization (to generate and schedule data elements) • Fragment operations (specifically the programmable shader) • Texture lookup and filter (gather, not a stream processor) • Fragment/framebuffer operations (usually limited to write) Emphasizes data-parallel programmability Clever solutions have been developed for • Scatter • Reduction • Sorting …
Modern GPGPU Graphics APIs (OpenGL, Direct 3D) being replaced: • CUDA (NVIDIA) • CTM (AMD) Great results being achieved: • Technical: 10x performance improvement in some cases • Business: multi-billion dollars anticipated soon Coming soon: • IEEE double precision arithmetic • Greater exposure of hardware details (AMD) • Intel Larrabee • …
Summary Powerful OpenGL mechanisms (some introduced by IRIS/OpenGL): • 8-way comparison and masks (depth, stencil, alpha, …) • Texture features: • 3-D • TexGen and Texture coordinate matrix • Homogeneous coordinates • Application to all primitives (not just triangles) • glPolygonOffset • Stencil (state machine in a pixel) Shaders have devalued some of these (e.g., TexGen) but most remain valuable It’s fun and productive to devise clever uses of OpenGL
Assignments No class next week Next lecture: Color theory (Tuesday 27 November) Reading assignment: FvD 13.2 through 13.6