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Introduction to Geometry Shaders Patrick Cozzi Analytical Graphics, Inc.
Overview ,[object Object],[object Object],[object Object],[object Object]
Birds Eye View ,[object Object],[object Object],[object Object],[object Object],Geometry Shader
Geometry Shaders in the Pipeline Vertex Shader Fragment Shader Vertices in  world coordinates Vertex Shader Fragment Shader Vertices in  world coordinates Perspective Divide   and Viewport Transformation clip coordinates window coordinates
Geometry Shaders in the Pipeline Geometry Shader Vertex Shader Fragment Shader Primitive Assembly PD and VT Geometry Shader Vertex Shader Fragment Shader Primitive Assembly Clipping PD and VT Geometry Shader Vertex Shader Fragment Shader PD and VT clip coordinates clip coordinates window coordinates
Primitive Types Geometry Shader Output primitives can be disconnected
Primitive Types ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Primitive Types ,[object Object],blogs.agi.com/insight3d/index.php/2008/10/23/geometry-shader-for-debugging-normals/
Applications – Wireframe ,[object Object]
Applications – Wireframe ,[object Object],[object Object]
Applications - Billboards ,[object Object]
Applications - Billboards ,[object Object],[object Object]
Applications - Billboards Code:  miniglobe.svn.sourceforge.net/viewvc/miniglobe/Source/Scene/Renderables/BillboardCollection/
Applications - Billboards Code:  miniglobe.svn.sourceforge.net/viewvc/miniglobe/Source/Scene/Renderables/BillboardCollection/
Applications – Wide Lines glLineWidth with width > 1 is deprecated in OpenGL 3.
Applications – Wide Lines
Applications – Wide Lines ,[object Object],[object Object],[object Object],[object Object],Code:  miniglobe.svn.sourceforge.net/viewvc/miniglobe/Source/Scene/Renderables/Polyline/
Applications ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Applications: Fur in Lost Planet ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Applications: Fur in Lost Planet Images from meshula.net/wordpress/?p=124 color angle length
Performance ,[object Object],Geometry Shader Vertex Shader 5 vertices processed 9 vertices processed
Performance ,[object Object],Geometry Shader Geometry Shader Geometry Shader Geometry Shader
Performance ,[object Object],Geometry Shader Geometry Shader Geometry Shader Reorder Buffer Clipping
Performance ,[object Object]
Performance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Performance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Performance 1  The geometry shader must meet criteria in ATI Programming Guide ,[object Object],[object Object],[object Object]
Performance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object]
Resources ,[object Object],Section 4.6
Resources ,[object Object]
Resources ,[object Object],Introduction to Direct3D 10 SIGGRAPH 2007 Course Notes
Resources ,[object Object],GL_ARB_geometry_shader4
Resources ,[object Object],Section 3.5

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Introduction To Geometry Shaders

  • 1. Introduction to Geometry Shaders Patrick Cozzi Analytical Graphics, Inc.
  • 2.
  • 3.
  • 4. Geometry Shaders in the Pipeline Vertex Shader Fragment Shader Vertices in world coordinates Vertex Shader Fragment Shader Vertices in world coordinates Perspective Divide and Viewport Transformation clip coordinates window coordinates
  • 5. Geometry Shaders in the Pipeline Geometry Shader Vertex Shader Fragment Shader Primitive Assembly PD and VT Geometry Shader Vertex Shader Fragment Shader Primitive Assembly Clipping PD and VT Geometry Shader Vertex Shader Fragment Shader PD and VT clip coordinates clip coordinates window coordinates
  • 6. Primitive Types Geometry Shader Output primitives can be disconnected
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13. Applications - Billboards Code: miniglobe.svn.sourceforge.net/viewvc/miniglobe/Source/Scene/Renderables/BillboardCollection/
  • 14. Applications - Billboards Code: miniglobe.svn.sourceforge.net/viewvc/miniglobe/Source/Scene/Renderables/BillboardCollection/
  • 15. Applications – Wide Lines glLineWidth with width > 1 is deprecated in OpenGL 3.
  • 17.
  • 18.
  • 19.
  • 20. Applications: Fur in Lost Planet Images from meshula.net/wordpress/?p=124 color angle length
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.

Notes de l'éditeur

  1. Since late 2006 Direct3D can destroy primitives. OpenGL might require at least 1 primitive to be output.
  2. Color clamping and flat shading actually happen right before clipping
  3. Must output at least 1 primitive Input primitive is discarded