“An Introduction to Creating Real-Time Interactive Computer Graphic Applications” by Shreiner – ACM SIGGRAPH HISTORY ARCHIVES

“An Introduction to Creating Real-Time Interactive Computer Graphic Applications” by Shreiner

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    An Introduction to Creating Real-Time Interactive Computer Graphic Applications

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    Computer screens displaying animating graphics surround us, from our mobile devices, personal computers, VR devices, and even household appliances; real-time graphics are ubiquitous. How does one create those applications, and what’s required to even start? Answering that question, and explaining the fundamental concepts is the goal of this course. In a world filled with devices containing different GPUs, graphics APIs, and frameworks for creating interactive, real-time computer graphics applications, where does one start, and what’s important to focus on? This course takes the approach of starting with the graphics pipeline – the way all graphics are processed on a GPU-based system – defining its components with their functions and data. Starting with the fundamental operations of a graphics pipeline: processing geometry and determining pixel colors, all using shaders (the code that powers GPUs), we analyze and demonstrate each phase using the simplest, yet industry-standard approaches. We’ll cover topics such as vertices, and their role in modeling; geometric transformations, the math that enables 3D graphics; and the techniques employed for coloring our pixels on the screen. Each step is accompanied by a simple platform-independent (thanks to Web-based technologies) application that leverages the most widely used features of modern GPUs. From emphasizing how GPUs function, we also discuss concepts for moving objects and enabling animation and occlusion, simulating illumination, and applying textures and blending colors to name a few. Each of these topics will be accompanied by a demo application emphasizing the technique’s implementation in the relevant shaders and its effects on the graphics pipeline while attempting to minimize the details of implementation through a specific graphics library. After completing the course, a student would be able to describe the components of the graphics pipeline; discuss how 3D models are represented, positioned, and rendered; and highlight how shaders control the pipeline’s operation.


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