GPU Programming for Video Games (2016)
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Summer 2016
News
- HW 6 posted.
Assignments
- HW #1: DIY 3-D Rendering
(due Thursday, June 16 at 23:59:59 via T-square) - HW #2: Now You Are Thinking with Shaders
(due Friday, June 24, at 23:59:59 via T-square) - HW #3: Stop and Reflect
(due Thursday, June 30, at 23:59:59 via T-square) - HW #4: A Portfolio-Quality Surface Shader
(due Friday, July 15, at 23:59:59 via T-square) - HW #5: Physically-Based Rendering
(due Friday, July 22, at 23:59:59 PM via T-square) - HW #6: Portfolio-Quality Postprocessing
(due Friday, August 5, at 5:00 PM via T-square)
–>
Schedule
The shader programs in the slides and unitypackages below
are intended to
illustrate various aspects of shader programming; they are not necessarily
the most efficient or congruent with Unity’s workflow.
- <!–
- 5/12: Session 1 – Introduction
(PDF slides,
PDF slides 4-up)
–>
<!–
- 5/13: Session 1 – Introduction
(PDF slides,
PDF slides 4-up)
- Videos: Ian
Bogost on The Colbert Report;
Prince Caspian
pre-viz - 5/15: Session 2 – History of gaming hardware
(PDF slides,
PDF slides 4-up)- Videos: Intellivision TV Commercials –
Plimpton Sports,
Major League Baseball,
Star Strike;
Atari E.T. Commercial;
SEGA Commercial –
Sega vs. Nintendo (“Blast Processing”),
Genesis
Does What Nintendon’t; Insomniac’s
“Disruptor”:
gameplay,
cutscene;
Konami’s “Metal
Gear Solid”;
Rare’s
“Goldeneye 007”
–>
- Videos: Intellivision TV Commercials –
- 5/24: Session 3 – 3D Coordinates & Transformations
(PDF slides,
PDF slides 4-up) - 5/26: Session 4 – 3D to 2D Projection
(PDF slides,
PDF slides 4-up) - 5/31: Session 5 – Classic Lighting & Rasterization
(PDF slides,
PDF slides 4-up) - 6/2: Session 6 – Texturing & Blending
(PDF slides,
PDF slides 4-up) - 6/7: Session 7 – GPUs – Under the Hood
(PDF slides,
PDF slides 4-up) - 6/9: Session 8 – Materials in Unity
(PDF slides,
PDF slides 4-up)
(this lecture will mostly consist of a live
demonstration of Unity’s workflow; the slides are for a side discussion)- Vertex vs. pixel
shading demo: Create a new Unity project and drag the unitypackage
file onto the Asset folder to import it, double click on the “Barrels VvP
Lighting Demo” in the Assets folder (it will look like the main Unity
application icon) to load that paticular scene, and then click
the “Run” arrow button to run it.
Number keys 0 through 5 change the speed
of rotation, and the x, y, and z keys toggle on and off rotations around those
axes.
- Vertex vs. pixel
- 6/14: Session 9 – Introduction to Shader Languages, Part 1
(PDF slides,
PDF slides 4-up)- GPU16
Introductory Shaders:
Run “GPUXXIntroShadersScene” to see two spinning treasure chests
(model
by Mobile Design Lab,
free on Unity Asset store), along with some other spinning objects. There
is an “legacy” version and a “GPUXX” version of each of the materials,
so you can experiment with comparing different shaders and textures.
I replaced the treasure chest normal map with a normal
map based on the Georgia Tech
logo; you can put the treasure chest normal map back in to see something
more subtle.
There is also a non-visible game object
that is just a host for a script I wrote to create some matrices and
multiply them in various ways. I used this when I was trying to figure out
what conventions Unity uses, since the official documentation is sometimes
contradictory
and confusing.
- GPU16
- 6/16: Session 10 – Introduction to Shader Languages, Part 2
- 6/21: Session 11 – Environment Mapping
(PDF slides,
PDF slides 4-up)- GPU16 Environment Mapping
Demo: This contains three scenes. One compares the “original Phong”
(displayed as red) and “Phong-Blinn” (displayed as blue)
specular models, so pixels where the two models give similar results
appear as purple. By adjusting the powers, you can get them to match pretty
closely. The other two scenes illustrate environment mapping, one with
per-vertex and one with per-pixel computations. A “crossfade” slider lets
you blend reflections and refractions. The per-vertex version shows
clear triangulation artifacts, so I didn’t bother implementing Fresnel
effects for the per-vertex shader, but I did for the per-pixel shader.
Depending on which “return” statement in the per-pixel shader is in effect
(comment out the other one), you can use either the original crossfade slider,
or play with the Fresnel parameters. (The
horse
model and animations, free
on the Unity Asset store, are by
Dootsy Development. The
basilica
cube map is by Humus.)
- GPU16 Environment Mapping
- 6/23: Session 12 – Projective Textures & Shadow Mapping
(PDF slides,
PDF slides 4-up)- GPU16 Projective Texturing
Demo: Run “GPUXXProjTexScene” — have fun! (Base
textures from Lost Garden.)
- GPU16 Projective Texturing
- 6/28: Session 13 – Introduction to Surface Shaders, Part 1
(PDF slides,
PDF slides 4-up)- GPU16 Surface Shaders
Demo: Run the “Custom comparison scene.”
This demo was created basically to double-check that one can
re-create a few of the built-in shaders using “custom” lighting models.
- GPU16 Surface Shaders
- 6/30: Session 14 – Introduction to Surface Shaders, Part 2
- 7/7: Session 15 – Surface Shaders with Vertex Modification
(PDF slides,
PDF slides 4-up)- GPU16
Vertex Modification Demo:
Run “GPUXXVertexModScene.” One of the squares has a 100×100
tessellation; the other, which often demonstrates spatial aliasing, has
a 10×10 tessilation. A custom material inspector lets you use a checkbox
to switch between planar and circular waves. The “direction” setting is
ignored if circular waves are active.
- GPU16
- 7/12: Session 16 – Physically Based Rendering, Part 1
(PDF slides,
PDF slides 4-up)
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production- SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2014 Course: Physically Based Shading in Theory and Practice
- SIGGRAPH 2015 Course: Physically Based Shading in Theory and Practice
- Physically Based Shading at Disney
- L. Gritz and E. d’Eon,
The Importance of Being Linear - N. Hoffman, Crafting
Physically Motivated Models for Game Development - J. Hable, Everything
is Shiny,
Everything has Fresnel,
Optimizing
GGX Shaders with dot(L,H) - Sebastien Lagarde,
Feeding
a Physically Based Shading Model - Christian Schuler,
The
Blinn-Phong Normalization Zoo - D. Lazarov, Getting More
Physical in Call of Duty: Black Ops II - N. Schulz,
Moving to the Next Generation – The Rendering
Technology of Ryse - D. Neubelt and M. Pettineo,
Crafting a
Next-Gen Material Pipeline for The Order: 1886 - B. Karis,
Specular BRDF Reference
- 7/14: Session 17 – Physically Based Rendering, Part 2
- 7/26: Session 18 – Postprocessing & Deferred Rendering
(PDF slides,
PDF slides 4-up)- GPU16 Postprocessing
and Deferred Rendering Demo: Load the provided scene, and then
activate and deactivate the various scripts attached to the camera.
<!–
- GPU16 Postprocessing
- 6/26: Session 14 – Case Study:
Portalarium’s Multi-Shader (with
Shroud of the Avatar
pre-alpha demo) - 7/8: Session 16 – Postprocessing (demo to be posted)
- 7/10: Session 17 – G-buffers
- Run the “GPUDepthNormalsTest” scene in the Deferred Rendering
unitypackage from Session 18 below.
- Run the “GPUDepthNormalsTest” scene in the Deferred Rendering
- 7/17: Session 19 – Advanced Post Processing with G-Buffers
- GPU14
Advanced Post Processing Demo:
Make sure “process” in the AdvPostProc component attached to the Main
Camera is checked, then
experiment with the “return” lines in the GPUXXFancyPostProcTest.shader.
–>
Details and descriptions
This webpage constitutes the class syllabus.
Course description: (2 hours lecture, 3 hours unscheduled lab,
3 credit hours total) 3-D graphics pipelines. Real-time simulation
concerns. Game engine architectures.
GPU architectures. Graphics APIs. Vertex and pixel shader programming.
Post-processing effects. Deferred rendering.Course objective: This class provides the GPU programming
concepts needed to meet timely demands of the multimedia,
visualization, and gaming industries.
The course also bridges the gap between the
current generic computer
architecture courses and the video game design courses offered by
the College of Computing,
the School of Electrical and
Computer Engineering, and the
School of Literature, Media, and Culture.
The class covers state-of-the-art general purpose graphical processing unit architectures (GPGPUs) from application and hardware design perspectives. The course considers programming models using examples from the algorithmic needs of modern 3-D games.Tentative topics
The topics and
the order in which they are covered are subject to change.- Introduction and historical context
- Classic 3-D rendering pipeline: geometry transformation,
lighting, texturing
- GPU14
- Overview of 3-D APIs
- Simulation loops and game engine components
- Object-oriented game engines
- GPU architectures and GPU assembly code
- Introduction to shading languages (HLSL/Cg), vertex and pixel shaders
- Per-pixel vs. per-vertex lighting
- Advanced 3-D shading effects (ex: bump mapping, environment mapping)
- Physically-based rendering (Cook-Torrance BRDFs, linear vs. gamma space
lighting) - Deferred rendering
- Screen space techniques (ex: ambient occlusion)
- Real-time shadow techniques
- Profiling and performance analysis
- Adapting to the limitations of hand-held devices
- Possibly occasional guest speakers from industry
(previous speakers)Note that the course
does not cover OpenCL or CUDA, and unlike its
predecessor, “Multicore and GPU Programming for Video Games,”
does not cover multicore CPU programming.
OpenCL, CUDA, and general
multicore programming are well covered in many other classes in ECE and CoC,
whereas the use of GPU architectures
for their native application of computer graphics
is not extensively
covered in many other classes, either here at Georgia Tech or other schools.Administrivia
Instructor: Aaron Lanterman, office Van Leer 431,
e-mail lanterma@ece.gatech.edu. E-mail is the best way to reach me;
please put GPU in the subject line so I can find your e-mails easily.Prereqs:
ECE2035 or ECE2036 or CS2110 or CS2261 or ECE3035 or ECE3090
(Reasoning behind the pre-requisites.)Course materials: Primarily lecture notes and literature. We may
also draw material from textbooks such as:- Real-Time Rendering, Third Edition, by
Tomas Akenine-Moller, Eric Hanes, and Naty Hoffman. - Mathematics for 3D Game Programming and Computer Graphics, Third Edition, by
Eric Lengyel,
2011 (note: Lengyel is the creator of the C4 game engine). - Unity Shaders and Effects Cookbook, by Kenny Lammers, 2013
- Game Engine Architecture, by Jason Gregory, 2009
Assessment:
Grades will be based on several major,
intensive programming projects, as well as a few
smaller “warm-up” assignments
designed to get students comfortable with various toolsets.
There may also be a few
short essay-type (around 1/2 page) questions and “pencil and paper” exercises.
Various assignments may have different weights in the final grade calculation;
these weights will be noted on each assignment.There will be no
traditional paper-and-pencil exams,
either midterms or finals.
This is a class about programming;
my philosophy is that any time you
would spend taking or studying for such exams
is better spent in front of a computer actually programming!Projects: Students will be undertake
several projects to gain real programming
experience in HLSL/Cg vertex and pixel shader programming,
using
Unity
as a convenient game engine for testing shader code.
In one of these assignments,
students will code a basic graphics pipeline in a scripting language
of their choice without
the aid of a 3-D API (to ensure that they understand
what a GPU does for them).<!–
Some of the assignments will be individual assignments;
however, a few of them may provide the option
to work in groups of two (such
assignments may still be completed
individually if you prefer to work alone). For variety,
we will ask that you not
partner with the same person on more than one assignment.
This is a class on programming, so
even on team assignments, you
should feel confident that you could complete an assignment on your own if you needed to.
–>A lot of the course will use C#,
but we will not assume that you’ve seen C# before.
(If you’ve seen Java, C++,
or any other “curly-brace” language, you’ve pretty much seen them all,
but there are some “gothchas” in moving from one to another that we will
warn you about.)On-line discussions: We will use
Piazza
to facilitate class discussions.
I will try
to check Piazza at least once a day. You are welcome to post questions about
anything
related to the course material, and also answer other student’s questions, as
long as
you don’t “give away the answer” or post chunks of code that are more than a
few lines.T-square usage: In spite of its awfulness, we will use T-square for
most homework submission and for posting grades, and occassionally for
distributing resources for assignments. We will also use it for posting
announcements.Office hours:
Shortly before assignments are due, I will post an announcement describing when and where I will be sure to be available for questions. This will tend to change slightly from week to week, so look for that announcement. (Also, if you walk by my office and happen to see my VL431 office door open, you are welcome to pop in with questions about the class and/or life in general.)Of course
you are always welcome to e-mail me and we can set up a specific time to meet. Again, put “GPU” in your subject.Honor code:
This course
will be conducted under the rules and guidelines of the Georgia Tech Honor
Code;
infractions will be reported to the Dean of Students.
The “ground rules” for each assignment,
which may vary from assignment to assignment, will be given in each
assignment description. Please ask if any aspects of the given “ground
rules” seem unclear.Backfile policy:
Use of homework
solutions and from previous versions of this class is forbidden.
The material is highly complex,
so it is extremely difficult to come up with 100%
new project descriptions on each offering.
Please be fair to students who may not have access to the same old materials.
Detection of the use of backfiles will result in significant wrath.Major emergencies:
If you have some sort of major life emergency – serious illness or injury,
death in the family, house burns down or is flooded, etc. – that seriously
impedes your progress in the class, please let me know as soon as possible
so we can work something out.
You will find professors can be quite reasonable if you keep us in the loop.
Please don’t disappear with no warning half way through,
making me think that you dropped the class, and then reappear out of
nowhere the week before finals asking what you can do to make things up.
(Yes, this has happened quite a bit, in both undergrad and grad classes.)On things that beep and blink:
Please silence all cell phones and pagers
before entering class. If you forget to do so and receive
a call, please shut the noisemaking device down as quickly as possible,
and return the person’s call after class. (Of course, there
are reasonable
exceptions, i.e. if your
kid isn’t feeling well but he or she
went to school anyway and their school nurse
may need to call you, leave your
phone on vibrate, and answer it as quickly as possible and
immediately step out
of the room to handle the call.)In general,
please do not instant message, websurf, Facebook (can I use it as a verb?),
e-mail,
play games, etc. during class.
It can be quite distracting.
Unless I say otherwise, the preferred position for laptops during
class is in your backpack.The Twitter exception:
If
Prof.
Lanterman says something particularly brilliant and clever during lecture,
you are allowed to
use your phone to Tweet it or post
it to Facebook.Assorted relevant and fun links
- Aaron
Lanterman’s notes from GDC 2009
ExtremeTech 3D Pipeline Tutorial – absolutely superb!!! This goes very
well with the 3D Pipeline lectures.
<!–- Related classes
(both at GaTech and other schools)–> - Students Explore Video Game Programming and Architecture
in New Course – article on the class from Volume 4, Issue 4 of the
ECE Highlights newsletter - Video interview
with Aaron Lanterman about the predecessor to this class,
conducted by gamezombie.tv at the 2007 Game Developers Conference
<!– - Original
course proposal webpage – explains some of
our original motivations for
putting the class together (although some of what’s described will be
out of date)–> - Research by people in the game industry:
- Valve
Publications (including papers on shading in
Half-Life 2 and Team Fortress 2) - Insomniac
R&D
- Valve
GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics
(complete book online)
GPU Gems 2: Programming Techniques for High-Performance Graphics and
General-Purpose Computation (complete book online)
GPU Gems 3 (complete book online)- The Cg Tutorial (complete book online)
- Real-Time Rendering, Third Edition, by