For over two decades, the OpenGL api provided users with the means for implementing versatile, feature-rich, and portable real-time graphics applications. Consequently, it has been widely adopted by practitioners and ...
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For over two decades, the OpenGL api provided users with the means for implementing versatile, feature-rich, and portable real-time graphics applications. Consequently, it has been widely adopted by practitioners and educators alike and is deeply ingrained in many curricula that teach real-time graphics for higher education. Over the years, the architecture of graphics processing units (GPUs) incrementally diverged from OpenGL's conceptual design. The more recently introduced Vulkan api provides a more modern, fine-grained approach for interfacing with the GPU, which allows a high level of controllability and, thereby, deep insights into the inner workings of modern GPUs. This property makes the Vulkan api especially well suitable for teaching graphics programming in university education, where fundamental knowledge shall be conveyed. Hence, it stands to reason that educators who have their students' best interests at heart should provide them with corresponding lecture material. However, Vulkan is notoriously verbose and rather challenging for first-time users, thus transitioning to this new api bears a considerable risk of failing to achieve expected teaching goals. In this paper, we document our experiences after teaching Vulkan in both introductory and advanced graphics courses side-by-side with conventional OpenGL. A collection of surveys enables us to draw conclusions about perceived workload, difficulty, and students' acceptance of either approach. In doing so, we identify suitable conditions and recommendations for teaching Vulkan to both undergraduate and graduate students. (c) 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://***/licenses/by/4.0/).
The performance of applications that require frame rendering time estimation or dynamic frequency scaling, rely on the accuracy of the workload model that is utilized within these applications. Existing models lack su...
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The performance of applications that require frame rendering time estimation or dynamic frequency scaling, rely on the accuracy of the workload model that is utilized within these applications. Existing models lack sufficient accuracy in their core model. Hence, they require changes to the target application or the hardware to produce accurate results. This paper introduces a mathematical workload model for a rasterization-based graphics Application Programming Interface (api) pipeline, named GAMORRA, which works based on the load of each stage of the pipeline. Firstly, GAMORRA models the load of each stage of the pipeline based on their input data size. Then, the calculated workloads of the stages are fed to a Multiple Linear Regression (MLR) model as explanatory variables. A hybrid offline/online training scheme is proposed as well to train the model. A suite of benchmarks is also designed to tune the model parameters based on the performance of the target system. The experiments were performed on Direct3D 11 and on two different rendering platforms comparing GAMORRA to an AutoRegressive (AR) model, a Frame Complexity Model (FCM) and a frequency-based (FRQ) model. The experiments show an average of 1.27 ms frame rendering time estimation error (9.4%) compared to an average of 1.87 ms error (13.2%) for FCM which is the best method among the three chosen methods. However, this comes at the cost of 0.54 ms (4.6%) increase in time complexity compared to FCM. Furthermore, GAMMORA improves frametime underestimations by 1.1% compared to FCM. (c) 2022 Published by Elsevier Ltd.
In computer graphics (CG) education, the challenge of finding modern, versatile tools is significant, particularly when integrating both legacy and advanced technologies. Traditional frameworks, often reliant on solid...
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ISBN:
(纸本)9798400711367
In computer graphics (CG) education, the challenge of finding modern, versatile tools is significant, particularly when integrating both legacy and advanced technologies. Traditional frameworks, often reliant on solid, yet outdated apis like OpenGL, limit the exploration of cutting-edge graphics techniques. To address this, we introduce pyGANDALF, a unique, lightweight, open-source CG framework built on three pillars: Entity-Component-System (ECS) architecture, Python programming, and WebGPU integration. This combination sets pyGANDALF apart by providing a streamlined ECS design with an editor layer, compatibility with WebGPU for state-of-the-art features like compute and ray tracing pipelines, and a programmer-friendly Python environment. The framework supports modern features, such as Physically Based Rendering (PBR) capabilities and integration with Universal Scene Description (USD) formats, making it suitable for both educational demonstrations and real-world applications. Evaluations by expert users confirmed that pyGANDALF effectively balances ease of use with advanced functionality, preparing students for contemporary CG development challenges.
The visualization of large-sized 3D geospatial models is a graphics intensive task. With ever increasing size and complexity, more computing resources are needed to attain speed and visual quality. Exploiting the para...
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The visualization of large-sized 3D geospatial models is a graphics intensive task. With ever increasing size and complexity, more computing resources are needed to attain speed and visual quality. Exploiting the parallelism and the multi-core performance of the graphics Processing Unit (GPU), a cross-platform 3D viewer is developed based on the Vulkan api and modern C++. The proposed prototype aims at the visualization of a textured 3D mesh of the Cultural Heritage by enabling a multi-threaded rendering pipeline. The rendering workload is distributed across many CPU threads by recording multiple command buffers in parallel and coordinating the host and the GPU rendering phases. To ensure efficient multi-threading behavior and a minimum overhead, synchronization primitives are exploiting for ordering the execution of queues and command buffers. Furthermore, push-constants are used to send uniform data to the GPU and render passes to adapt to the tile-based rendering of the mobile devices. The proposed methodology and technical solution are designed, implemented and tested for Windows, MacOS and Android on Vulkan-compatible GPU hardware by compiling the same codebase. The benchmarking on multiple hardware, architectures and platforms explores the performance improvement for the different approaches compared to one-thread and showcase the potential of the 3D viewer to handle large datasets at no expense of visual quality and geometric fidelity in the absence of high-end technological resources.
The recent advancement in hardware virtualization has allowed the possibility of Gaming as a Service cloud development. Though an ambitious and promising technology, the input latency and inability to provide decent p...
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ISBN:
(纸本)9781509006731
The recent advancement in hardware virtualization has allowed the possibility of Gaming as a Service cloud development. Though an ambitious and promising technology, the input latency and inability to provide decent payable frames per second have led to the failures of organization such as OnLive trying to provide cloud gaming. But with recent close to metal support of graphics api such as DirectX 12 and Vulkan and Sony is providing PS3 games via its PS Now service, cloud gaming seems to be back in the market. Still the hypervisor area is a major place where we haven't seen much improvement other than vSGA and vDGA. This research tries to analyze the various available Type-0 hypervisor in hope to find the most optimal option. The work proposes comparing three type-0 hypervisors namely KVM, Hyper-V and ESXi. The performance will be measured by various graphics benchmarking tools and the FPS in various current generation games. Various benchmarking tools are used to make a fair basis for comparison of the hypervisors.
Large high-resolution displays (LHRD) enable visualization of extremely large-scale data sets with high resolution, large physical size, scalable rendering performance, advanced interaction methods, and collaboration....
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Large high-resolution displays (LHRD) enable visualization of extremely large-scale data sets with high resolution, large physical size, scalable rendering performance, advanced interaction methods, and collaboration. Despite the advantages, applications for LHRD can be developed only by a select group of researchers and programmers, since its software implementation requires design and development paradigms different from typical desktop environments. It is critical for developers to understand and take advantage of appropriate software tools and methods for developing their LHRD applications. In this paper, we present a survey of the state-of-the-art software frameworks and applications for cluster-based LHRD, highlighting a three-aspect taxonomy. This survey can aid LHRD application and framework developers in choosing more suitable development techniques and software environments for new LHRD applications, and guide LHRD researchers to open needs in LHRD software frameworks.
When starting a new computer graphics or visualization software project, students, researchers, and businesses alike must decide whether or not to start from scratch or with third-party software. Since computer graphi...
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When starting a new computer graphics or visualization software project, students, researchers, and businesses alike must decide whether or not to start from scratch or with third-party software. Since computer graphics and visualization applications are typically quite large, developers often build upon existing software libraries in order to take advantage of the tens of thousands of hours worth of development and testing already invested. Thus, developers and managers must face the decision of which library to build on. We present a side-by-side comparison and evaluation of four popular, state-of-the-art visualization and computer graphics libraries, namely the Visualization Toolkit (VTK), Open Inventor, Coin3D, and Hoops 31). The evaluation is based on the feature set, ease of installation, development of a benchmark application, documentation, and technical support for each package. The results of our comparison and evaluation are described and recommendations are given as for whom the libraries are best suited. The VTK prevails on top in many of the aspects we compared and evaluated. Copyright (C) 2007 John Wiley & Sons, Ltd.
We present a progressive refinement system for rendering direct illumination at interactive rates for dynamic scenes using available graphics apis. We achieve the progression by subdividing object surfaces using a qua...
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We present a progressive refinement system for rendering direct illumination at interactive rates for dynamic scenes using available graphics apis. We achieve the progression by subdividing object surfaces using a quad-tree approach. Integrating the visibility and illumination, we can render scenes with soft shadows, taking into account the BRDFs of the scene objects. Our system allows a user to specify the desired frame rates, and the system will achieve such rates with the available time budget. Our system can also render dynamic scenes where the system restores the initial meshes and calculates illumination, producing finer but accurate soft shadows during iterative refinements.
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