Clever Uses of OpenGL

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Transcript Clever Uses of OpenGL

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
CS248 Lecture 16
Kurt Akeley, Fall 2007
Reference
Advanced Graphics Programming Using OpenGL

Tom McReynolds (NVIDIA)

David Blythe (Microsoft, Direct3D 10 architect)
CS248 Lecture 16
Kurt Akeley, Fall 2007
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
CS248 Lecture 16
Kurt Akeley, Fall 2007
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
CS248 Lecture 16
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Accumulation
CS248 Lecture 16
Kurt Akeley, Fall 2007
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
CS248 Lecture 16
Kurt Akeley, Fall 2007
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);
glDepthMask(GL_FALSE);
if (Zfrag depthfunc
if (Rcolormask)
if (Gcolormask)
if (Bcolormask)
if (Acolormask)
if (depthmask)
}
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// enable writing
// disable writing
Zpixel) {
Rpixel 
Gpixel 
Bpixel 
Apixel 
Zpixel 
Rfrag;
Gfrag;
Bfrag;
Afrag;
Zfrag;
Kurt Akeley, Fall 2007
Transparent surfaces
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
draw opaque objects
glDepthMask(GL_FALSE);
// key OpenGL mode
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE); // optional
glCullFace(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);
CS248 Lecture 16
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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);
// optional
draw pre-filter antialiased lines in any order
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDepthMask(GL_TRUE);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
CS248 Lecture 16
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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);
CS248 Lecture 16
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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);
CS248 Lecture 16
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Texture
CS248 Lecture 16
Kurt Akeley, Fall 2007
Texture
Basic idea:

Use texture mapping mechanisms for creative purposes
Examples

Contour mapping

Image warping

Billboards

Implementing pre-filter antialiasing texture lookup

Volume rendering
CS248 Lecture 16
Kurt Akeley, Fall 2007
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 a
more general TexGen mechanism.
But the notion of generated texture
coordinates remains important.
CS248 Lecture 16
Kurt Akeley, Fall 2007
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();
}
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Billboards
Poster-child application of geometry shaders!
Application
Vertex assembly
Vertex operations
Primitive assembly
Primitive operations
Rasterization
Fragment operations
Advanced Graphics Programming Using OpenGL
Figure 13.4
Framebuffer
Display
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The magic of machine shops
Sewing machines make clothes
But machine tools make machine tools

And computers are this century’s machine tools
Hagley Machine Shop, Wilmington, DE
Photo by Incaz, Flickr
CS248 Lecture 16
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Pre-filter antialiasing via texture lookup
Another ideal geometry-shader application
// draw pre-filtered point at (x,y)
const float h = 1.5;
// 3x3 filter
glEnable(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();
Application
Vertex assembly
Vertex operations
Primitive assembly
Primitive operations
Rasterization
(0 1)
(1 1)
(x-h y+h)
(x+h y+h)
Fragment operations
Framebuffer
(0 0)
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(1 0)
(x-h y-h)
(x+h y-h)
Display
Kurt Akeley, Fall 2007
Volume rendering
Advanced Graphics Programming Using OpenGL
Figure 20.12
Advanced Graphics Programming Using OpenGL
Figure 20.13
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Polygon Offset
CS248 Lecture 16
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Polygon offset
Basic idea:

Avoid depth fighting by biasing Z values
Examples

Coplanar primitives

Hidden lines

Silhouette edges
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Polygon mode
glPolygonMode(GLenum face, GLenum mode);
GL_FILL, GL_LINE, GL_POINT
Face culling happens
before conversion
to lines or points!
GL_FRONT, GL_BACK, GL_FRONT_AND_BACK
GL_FILL
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GL_LINE
GL_POINT
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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);
2
2
ж¶ zw ц
ж¶ zw ц
ч
ч
з
зз
ч
ч
zwў = zw + units Чr + factor Ч зз
+
ч
ч
з
ч и¶ y ш
ч
и¶ x ш
w
Triangle
(on edge)
Line
(on edge)
w
Minimum resolvable zbuffer difference
-z
View position
CS248 Lecture 16
Kurt Akeley, Fall 2007
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);
CS248 Lecture 16
Kurt Akeley, Fall 2007
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);
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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
Additions to the hiddenline algorithm (previous
slide) highlighted in red
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 again
draw 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);
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Kurt Akeley, Fall 2007
Stencil
CS248 Lecture 16
Kurt Akeley, Fall 2007
Stencil
Basic idea:

Implement a simple state machine in every pixel
Examples

Capping

Shadow volumes
CS248 Lecture 16
Kurt Akeley, Fall 2007
Stencil
glEnable(GL_STENCIL_TEST);
glDisable(GL_STENCIL_TEST);
glStencilFunc(GLenum func, GLint ref, GLuint mask);
GL_NEVER, GL_LESS, GL_LEQUAL,
GL_GREATER, GL_GEQUAL,
GL_EQUAL, GL_NOTEQUAL,
GL_ALWAYS
glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
Bitmask, not
Boolean flag
glStencilMask(GLuint mask);
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GL_KEEP, GL_ZERO, GL_REPLACE
(with ref), GL_INCR, GL_DECR,
GL_INVERT
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Z-buffer operation (again)
if (Zfrag depthfunc
if (Rcolormask)
if (Gcolormask)
if (Bcolormask)
if (Acolormask)
if (depthmask)
}
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Zpixel) {
Rpixel 
Gpixel 
Bpixel 
Apixel 
Zpixel 
Rfrag;
Gfrag;
Bfrag;
Afrag;
Zfrag;
Kurt Akeley, Fall 2007
Stencil operation
if ((ref & mask) stencilfunc (Spixel
if (Zfrag depthfunc Zpixel) {
if (Rcolormask) Rpixel 
if (Gcolormask) Gpixel 
if (Bcolormask) Bpixel 
if (Acolormask) Apixel 
if (depthmask) Zpixel 
StencilOp(zpass);
}
else {
StencilOp(zfail);
}
}
else {
StencilOp(fail);
}
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& mask)) {
Rfrag;
Gfrag;
Bfrag;
Afrag;
Zfrag;
Z-buffer
operation
Stencil implements a state
machine in each pixel .
(A programmable action occurs
in every cases)
Kurt Akeley, Fall 2007
Capping
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
for (int i=0; i<max; ++i) {
drawWithCap(model, i);
// remains enabled
…
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);
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
drawModel(model, i);
// don’t change capped pixels
// render frontfacing only
// clear stencil to 0
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);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
drawCap();
glDisable(GL_STENCIL_TEST);
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Lecture 16
}
// draw only where stencil is 1
// set stencil to 2
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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
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GPGPU
CS248 Lecture 16
Kurt Akeley, Fall 2007
GPGPU
Basic idea:

General-purposes computing on GPUs

Take advantage of the huge compute power of modern
GPUs
CS248 Lecture 16
Kurt Akeley, Fall 2007
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)
CS248 Lecture 16
#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”);
}
Kurt Akeley, Fall 2007
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 …
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Kurt Akeley, Fall 2007
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

…
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Kurt Akeley, Fall 2007
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
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Assignments
No class next week
Next lecture: Color theory (Tuesday 27 November)
Reading assignment: FvD 13.2 through 13.6
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Kurt Akeley, Fall 2007
End
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Kurt Akeley, Fall 2007