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Main / Assignment4-RTRThe purpose of this assignment is to see if you've learned anything from the graphics readings. It seems a less painful way to do this than to give you a test. By coupling the reading and assessment, it will hopefully give you a way to read things in a manner that helps you really learn it. For class, we've asked you to "read-behind" the lectures - so, this assignment will either (1) force you to read the readings or (2) give you a good opportunity to reflect on the readings so they sink in. (I'm hoping its 2, but, ...) The readings in question are Chapters 10, 12 and 14 of RTR3. (see the readings page) The GPU programming assignment will probably give you enough opportunity to go through some of those readings (or we'll have another assignment). Another part of the assignment is to give you practice trying to give concise explanations for things. The DescriptionBased (in part) on your outstanding performance in this class, you've been hired in the technology office of a large game company. The company develops some of every type of game, so if a technology is appropriate for some type of game, it will be appropriate somewhere in the company. The Chief Technology Officer (CTO) of the company wants to make sure that they are using all of the best technologies are used to make the graphics in all of the games as fast as possible. He sees that the new edition of Real Time Rendering has come out, but he doesn't have time to go through it to see what's in there, and what might be appropriate to the games the various groups in the company should be learning about to enhance the performance in their games. He wants you to prepare a briefing summarizing the various techniques for improving rendering performance that are discussed in the book. (specifically, in Chapters 10,12 and 14). He'd like a concise list of the methods that are appropriate for improving graphics performance. For each one he'd like to know:
Being concise is important - he doesn't have time to read lots of stuff. Here's an imaginary example (it's not in RTR to my knowledge): Non-Photonic Rendering: If there are no lights on, you can't see anything, so you don't have to draw as well. The method detects that there are no lights on, and if so, just draws a black screen (avoiding the expense of drawing all the triangles).
This method may be useful in an indoor first person shooter for when the player's flashlight batteries run out in a dark room.
This method is generally not too useful in games, since you usually want to have some "dark vision" so things aren't totally boring looking.
Boring versionMake a list of the techniques described in the readings for making a graphics system faster. Find methods that allow for having complex visual appearance drawn quickly. For each method:
EvaluationWe will assess your writeup on the following factors:
MechanicsThe assignment is officially due Monday, March 3rd, 11:59pm. You should put your writeup on your personal course page group on the Wiki and also add a link to it on the RTRAssignment page. You should do this assignment individually. Please do not look at other people's assignments until you have completed your own. |