• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
maxest

OpenGL
My Bachelor Thesis "Software Renderer Accelerated by CUDA Technology"

9 posts in this topic

Hey guys,

A few days back I finished my bachelor thesis and a project that accompanies the thesis. Shortly speaking, my project was about implementing a selected subset of OpenGL/Direct3D fuctionality and see how much it can be speed up with CUDA. If you're interested, want to share opinions, etc., here's the www-site of the project: http://maxest.gct-game.net/vainmoinen/index.html
Note that I have put a lot of effort to explain in details the vertex and pixel processing phases, including software implementation of texture mapping with bilinear filtering and mip-mapping. I hope someone will ever learn something from this :)
1

Share this post


Link to post
Share on other sites
Yeah, definitely :). I have been using OpenGL and Direct3D for a few years and I never knew how they actually work internally. Now I finally do :)
0

Share this post


Link to post
Share on other sites
Right. Today everything (in real-time graphics) goes around OpenGL/Direct3D and shaders. Sometimes I wish I had been born maybe 10 years earlier so I could start my graphics adventure with software graphics, when the whole graphics industry was emerging :).
0

Share this post


Link to post
Share on other sites
Congrats on getting that out of the way. Definitely feels nice to have that off your shoulders, doesn't it?

If you are going to use slides in the future, and you are certainly going to, almost regardless of what you'll end up doing professionally, you might want to include slide numbers on every slide. It helps a lot for people to go back to a specific slide with a question. Undergraduate classmates don't like doing this (either due to a general lack of interest, due to a desire to get the class over with early, or due to being afraid to ask something that you won't be able to answer and thus messing up your grade) but eventually someone will ask something :D


The paper itself does have a couple of flaws. First, even for a practical paper documenting an implementation, the thesis itself is a bit on the short side, especially the literature list. Your introduction does not do much to introduce the topic, instead diving straight into definitions. I would have started out with a somewhat expanded version of your abstract there. The implementation section could've done with a bit more explanation, also. The research itself looks good, I can see you put a lot of time into that. I would also include the full (or the critical parts if its really long) source code in an appendix, although that's more of a preference and depends on what your professor wants. It does tend to make the paper longer, which does wonders for when you print a bound copy :P

Second, you're not using citations. Is your professor cool with that? Mine would've killed me :o Every time you have some kind of statement that you did not come up with yourself, whether it's some equation you read in a book or some value judgement or whatever, you really ought to back it up by a citation, otherwise people will assume that it's your original thought, which leads down the unpleasant road of plagiarism charges (which can get you kicked out of university or make you fail the course, plus it'll follow your reputation for life, not a very pleasant thing). Especially potentially contentious statements such as the last sentence of the first paragraph on page 4 need citations.

Oh, and I see you're studying in Wroc?aw. I was there in 2008 on an IT law seminar. Nice place, especially that Japanese garden :D
0

Share this post


Link to post
Share on other sites
Thanks for your suggestions stanirya.

As for the literature; I have included only those books/articles that actually used in my research.
The introduction is pretty short, yes. Computer graphics rookies might find my paper harder to read than people who have some background in OpenGL/Direct3D.
I also have not put enough attention into implementation section. I though there was no need to do so as the implementation is pretty straightforward (when you know the theory, which I mostly focused on). However, on page 35 there is a flow diagram that explains in pseudocode what the renderer does.

We have a Japenese garden? I guess I should take more routes than lodging <-> university :D
0

Share this post


Link to post
Share on other sites
That's pretty cool! Good job. The performance comparisons in Test 2 is OpenGL with 2500 draw calls of cubes (25ms) and then CUDA with one draw call and 2500 instanced cubes (33ms)? The CUDA implementation requires 415ms in the case you do 2500 draw calls of cubes?
0

Share this post


Link to post
Share on other sites
Thank you :).

And yes, OpenGL looks not that good in comparisons to even the software renderer running without CUDA. The problem is of course neither vertex nor pixel processing but CPU-GPU communication. So the time of 22ms of OGL is actually the time needed to call glDrawElements 2500 times :).
CUDA with one draw call (One-Call-Many-Triangles) uses quite a lot of additional global memory to store "processing information", so to speak. This way I avoided calling CUDA for every single triangle but for the cost of memory accesses, what has proven to be very expensive (Test 1). However, it is not that expensive when there is a lot of triangles to process, where One-Call-One-Triangle's performance significantly drops, and One-Call-Many-Triangles still behaves decently.

I have some loose further concepts on how to utilize CUDA to speed the rendering, with different strategies. I am sure I'll get back to the project when I have some spare time and more robust ideas :)
0

Share this post


Link to post
Share on other sites
Hey folks,

After almost 1.5 years I got back to Vainmoinen. You can check the news on the website http://maxest.gct-game.net/vainmoinen/index.html

Cheers, Wojtek
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By DaniDesu
      #include "MyEngine.h" int main() { MyEngine myEngine; myEngine.run(); return 0; } MyEngine.h
      #pragma once #include "MyWindow.h" #include "MyShaders.h" #include "MyShapes.h" class MyEngine { private: GLFWwindow * myWindowHandle; MyWindow * myWindow; public: MyEngine(); ~MyEngine(); void run(); }; MyEngine.cpp
      #include "MyEngine.h" MyEngine::MyEngine() { MyWindow myWindow(800, 600, "My Game Engine"); this->myWindow = &myWindow; myWindow.createWindow(); this->myWindowHandle = myWindow.getWindowHandle(); // Load all OpenGL function pointers for use gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); } MyEngine::~MyEngine() { this->myWindow->destroyWindow(); } void MyEngine::run() { MyShaders myShaders("VertexShader.glsl", "FragmentShader.glsl"); MyShapes myShapes; GLuint vertexArrayObjectHandle; float coordinates[] = { 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; vertexArrayObjectHandle = myShapes.drawTriangle(coordinates); while (!glfwWindowShouldClose(this->myWindowHandle)) { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw something glUseProgram(myShaders.getShaderProgram()); glBindVertexArray(vertexArrayObjectHandle); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(this->myWindowHandle); glfwPollEvents(); } } MyShaders.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> #include "MyFileHandler.h" class MyShaders { private: const char * vertexShaderFileName; const char * fragmentShaderFileName; const char * vertexShaderCode; const char * fragmentShaderCode; GLuint vertexShaderHandle; GLuint fragmentShaderHandle; GLuint shaderProgram; void compileShaders(); public: MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName); ~MyShaders(); GLuint getShaderProgram(); const char * getVertexShaderCode(); const char * getFragmentShaderCode(); }; MyShaders.cpp
      #include "MyShaders.h" MyShaders::MyShaders(const char * vertexShaderFileName, const char * fragmentShaderFileName) { this->vertexShaderFileName = vertexShaderFileName; this->fragmentShaderFileName = fragmentShaderFileName; // Load shaders from files MyFileHandler myVertexShaderFileHandler(this->vertexShaderFileName); this->vertexShaderCode = myVertexShaderFileHandler.readFile(); MyFileHandler myFragmentShaderFileHandler(this->fragmentShaderFileName); this->fragmentShaderCode = myFragmentShaderFileHandler.readFile(); // Compile shaders this->compileShaders(); } MyShaders::~MyShaders() { } void MyShaders::compileShaders() { this->vertexShaderHandle = glCreateShader(GL_VERTEX_SHADER); this->fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(this->vertexShaderHandle, 1, &(this->vertexShaderCode), NULL); glShaderSource(this->fragmentShaderHandle, 1, &(this->fragmentShaderCode), NULL); glCompileShader(this->vertexShaderHandle); glCompileShader(this->fragmentShaderHandle); this->shaderProgram = glCreateProgram(); glAttachShader(this->shaderProgram, this->vertexShaderHandle); glAttachShader(this->shaderProgram, this->fragmentShaderHandle); glLinkProgram(this->shaderProgram); return; } GLuint MyShaders::getShaderProgram() { return this->shaderProgram; } const char * MyShaders::getVertexShaderCode() { return this->vertexShaderCode; } const char * MyShaders::getFragmentShaderCode() { return this->fragmentShaderCode; } MyWindow.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyWindow { private: GLFWwindow * windowHandle; int windowWidth; int windowHeight; const char * windowTitle; public: MyWindow(int windowWidth, int windowHeight, const char * windowTitle); ~MyWindow(); GLFWwindow * getWindowHandle(); void createWindow(); void MyWindow::destroyWindow(); }; MyWindow.cpp
      #include "MyWindow.h" MyWindow::MyWindow(int windowWidth, int windowHeight, const char * windowTitle) { this->windowHandle = NULL; this->windowWidth = windowWidth; this->windowWidth = windowWidth; this->windowHeight = windowHeight; this->windowTitle = windowTitle; glfwInit(); } MyWindow::~MyWindow() { } GLFWwindow * MyWindow::getWindowHandle() { return this->windowHandle; } void MyWindow::createWindow() { // Use OpenGL 3.3 and GLSL 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Limit backwards compatibility glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Prevent resizing window glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Create window this->windowHandle = glfwCreateWindow(this->windowWidth, this->windowHeight, this->windowTitle, NULL, NULL); glfwMakeContextCurrent(this->windowHandle); } void MyWindow::destroyWindow() { glfwTerminate(); } MyShapes.h
      #pragma once #include <glad\glad.h> #include <GLFW\glfw3.h> class MyShapes { public: MyShapes(); ~MyShapes(); GLuint & drawTriangle(float coordinates[]); }; MyShapes.cpp
      #include "MyShapes.h" MyShapes::MyShapes() { } MyShapes::~MyShapes() { } GLuint & MyShapes::drawTriangle(float coordinates[]) { GLuint vertexBufferObject{}; GLuint vertexArrayObject{}; // Create a VAO glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); // Send vertices to the GPU glGenBuffers(1, &vertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(coordinates), coordinates, GL_STATIC_DRAW); // Dertermine the interpretation of the array buffer glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void *)0); glEnableVertexAttribArray(0); // Unbind the buffers glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); return vertexArrayObject; } MyFileHandler.h
      #pragma once #include <cstdio> #include <cstdlib> class MyFileHandler { private: const char * fileName; unsigned long fileSize; void setFileSize(); public: MyFileHandler(const char * fileName); ~MyFileHandler(); unsigned long getFileSize(); const char * readFile(); }; MyFileHandler.cpp
      #include "MyFileHandler.h" MyFileHandler::MyFileHandler(const char * fileName) { this->fileName = fileName; this->setFileSize(); } MyFileHandler::~MyFileHandler() { } void MyFileHandler::setFileSize() { FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fseek(fileHandle, 0L, SEEK_END); this->fileSize = ftell(fileHandle); rewind(fileHandle); fclose(fileHandle); return; } unsigned long MyFileHandler::getFileSize() { return (this->fileSize); } const char * MyFileHandler::readFile() { char * buffer = (char *)malloc((this->fileSize)+1); FILE * fileHandle = NULL; fopen_s(&fileHandle, this->fileName, "rb"); fread(buffer, this->fileSize, sizeof(char), fileHandle); fclose(fileHandle); buffer[this->fileSize] = '\0'; return buffer; } VertexShader.glsl
      #version 330 core layout (location = 0) vec3 VertexPositions; void main() { gl_Position = vec4(VertexPositions, 1.0f); } FragmentShader.glsl
      #version 330 core out vec4 FragmentColor; void main() { FragmentColor = vec4(1.0f, 0.0f, 0.0f, 1.0f); } I am attempting to create a simple engine/graphics utility using some object-oriented paradigms. My first goal is to get some output from my engine, namely, a simple red triangle.
      For this goal, the MyShapes class will be responsible for defining shapes such as triangles, polygons etc. Currently, there is only a drawTriangle() method implemented, because I first wanted to see whether it works or not before attempting to code other shape drawing methods.
      The constructor of the MyEngine class creates a GLFW window (GLAD is also initialized here to load all OpenGL functionality), and the myEngine.run() method in Main.cpp is responsible for firing up the engine. In this run() method, the shaders get loaded from files via the help of my FileHandler class. The vertices for the triangle are processed by the myShapes.drawTriangle() method where a vertex array object, a vertex buffer object and vertrex attributes are set for this purpose.
      The while loop in the run() method should be outputting me the desired red triangle, but all I get is a grey window area. Why?
      Note: The shaders are compiling and linking without any errors.
      (Note: I am aware that this code is not using any good software engineering practices (e.g. exceptions, error handling). I am planning to implement them later, once I get the hang of OpenGL.)

       
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
    • By Tchom
      Hey devs!
       
      I've been working on a OpenGL ES 2.0 android engine and I have begun implementing some simple (point) lighting. I had something fairly simple working, so I tried to get fancy and added color-tinting light. And it works great... with only one or two lights. Any more than that, the application drops about 15 frames per light added (my ideal is at least 4 or 5). I know implementing lighting is expensive, I just didn't think it was that expensive. I'm fairly new to the world of OpenGL and GLSL, so there is a good chance I've written some crappy shader code. If anyone had any feedback or tips on how I can optimize this code, please let me know.
       
      Vertex Shader
      uniform mat4 u_MVPMatrix; uniform mat4 u_MVMatrix; attribute vec4 a_Position; attribute vec3 a_Normal; attribute vec2 a_TexCoordinate; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { v_Position = vec3(u_MVMatrix * a_Position); v_TexCoordinate = a_TexCoordinate; v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); gl_Position = u_MVPMatrix * a_Position; } Fragment Shader
      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
  • Popular Now