Worksheet 1
by Big Dave on Sep.24, 2009, under Proposal, Reading, Update, Worksheet
We were issued a task in class today to complete a worksheet with the aim of guiding us towards a research topic and ultimately a research question.
First I must state the topic of interest.
I have a keen interest in landscape photography and lighting composure is a key aspect in getting the perfect photograph. In particular, sunset and sunrise are very pleasant effects. I am interested in mimicking these atmospheric conditions in an interactive environment using post-processing techniques.
Currently the issues surrounding these post-processed effects is efficiency in real-time. Various post-processing effects are used in Adobe Photoshop and The GIMP, where time isn’t really of the essence. With atmospheric effects – such as scattering – game programmers and artists have traditionally used rough approximations
due to
computational expense at the hands of mathematical complexity, leading to less believable – and thus less immersive – environments. However, these effects are becoming more popular now due to better hardware.
As stated I intend to mimic atmospheric scattering effects by applying it as a post-processed effect. This principally means taking a screenshot of the framebuffer and attaching it to the depth buffer and applying this texture to a quad the size of the screen. From here it is passed straight to a pixel/fragment shader where the effects are applied. I will primarily stick to the methods outlined by Preetham in his 1999 SIGGRAPH paper “A Practical Analytic Model for Daylight” as the techniques he outlines have remained virtually unchanged.
There are two ways to implement these techniques:
- The traditional CPU and GPU combination
- The new GPGPU – General Purpose GPU – methods
In this project I will be looking into method 2 using NVIDIAs’ CUDA technology. Due to lack of access, I will not be able to create an implementation using AMD Stream as I do not have access to a required ATI card. I would be interested as well in creating a port of this project to a major console – time permitting – such as the PS3 or the XBox360. However, I doubt there will be much time left over to try and make this port.
The aim of this honours project is to create a visual effect that can be used in games to create stunning and practical depth-cues for vast landscapes.
September 28th, 2009 on 4:18 pm
Interesting topic! Pretty close to what I am doing as well.
You mentioned you will be using CUDA SDK in your project. I am wondering if you will also consider the power of multi GPU Scalable Link Interface in post processing the effects you want? It would be interesting to do all the necessary processing and vertex calculations completely on the GPU, leaving the CPU free to handle other functions such as user input etc. Also, it will be an interesting exercise to find out if GPUs configured in SLi really has the advantage of single multi cored GPUs in terms of raw processing power and output.
I had a read at the “A Practical Analytic Model for Daylight” paper by Preetham and most of my ideas/suggestion seems already covered there so I’m afraid I don’t much left to say. An interesting topic and I wish you all the best!
September 29th, 2009 on 4:03 pm
Hey Min,
Thanks for the great comment! I agree that using two cards in SLi would be amasing, however I don’t have the money for something like that at the moment. Definitely something to work towards
Dave