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XPEC
Senior software engineer
Ellison Mu
2012.9.20
1
 Game Platforms
 3D EngineArchitecture
 Graphics Pipeline
 Q&A
2
Console
• PS3
• XBOX 360
• Wii
Desktop
• Windows
• Linux
• Mac OSX
Handheld
Device
• NDS, N3DS
• PSP,Vita
• iPhone/iPad
• Android devices
Web
Browser
• IE:ActiveX
• Chrome,
FireFox,
Safori…: NPAPI
3
4
Target platform?
Tools pipeline?
Programming language?
Game design?
Reach or Rich?
5
Decide
model
format
Scene
management
Draw surface
Render
module
Material
system
6
7
 As possible as minimize draw surface
 View frustum culling
8
 As possible as minimize draw surface
 Tree hierarchy
▪ BSP
▪ Quad-Tree
▪ Oct-Tree
▪ KD-Tree
9
10
 As possible as minimize draw surface
 Preprocess visibility determination
11
12
 As possible as minimize draw surface
 Preprocess visibility determination
13
Vertex
buffer
Index
buffer
Material
• Texture
• Render state
• Shader
Execute
draw call
14
 Different platform provides different render
API
 DirectX
 OpenGL
 OpenGL ES
 Customized API
15
Non-platform-dependency codes
Render Layer Game Logic
Scene
Manager
Abstract
layer
Platform
dependency
codes
Software
development
kit
16
17
Vertex
Index
Stream
3D API
Commands
Assembled
Primitives
Pixel
Updates
Pixel
Location
Stream
Programmable
Fragment
Processor
Transformed
Vertices
Programmable
Vertex
Processor
GPU
Front End
Primitive
Assembly
Frame
Buffer
Raster
Operations
Rasterization
and
Interpolation
3D API:
OpenGL or
Direct3D
3D
Application
Or Game
Pre-transformed
Vertices
Pre-transformed
Fragments
Transformed
Fragments
GPU
Command&
DataStream
CPU-GPU Boundary (AGP/PCIe)
Programmable pipeline
18
19
(x, y, z)
(r, g, b,a)
(Nx,Ny,Nz)
(tx, ty,[tz])
(tx, ty)
(tx, ty)
Vertex Image F(x,y) = (r,g,b,a)
Material
properties*
 Without indexing
 With indexing
20
 Vertices mapped from object space to world
space
 M = model transformation (scene)
 V = view transformation (camera)
21
X’
Y’
Z’
W’
X
Y
Z
1M *V *
 Operate on a vertex to transform it into the
viewport space
 The viewport is two-dimensional: however,
vertex z-value is retained for depth testing.
22
 All primitives are now converted to
fragments.
 Data type change !Vertices to fragments
 The rasterizer produces a stream of
fragments.
23
Fragment attributes:
(r,g,b,a)
(x,y,z,w)
(tx,ty), …
24
Color R G B A
Position X Y Z W
Texture
coordinates
X Y [Z] -
Texture
coordinates
X Y [Z] -
…
Interpolated from
vertex information
X Y Z W
Input: Fragment
Attributes
 Color(v) = emissive + ambient + diffuse +
specular
 Each term in the right hand side is a function
of the vertex color, position, normal and
material properties.
25
 Each fragment undergoes a series of tests.
 Scissor
 Alpha
 Stencil
 Depth
26
 Blending: pixels are accumulated into final
framebuffer storage
new-val = pixel-value op old-val
new-val = SrcColor * A + DstColor * B
27
28
Fragment
Processor
Vertex
Processor
GPU
Front End
Primitive
Assembly
Raster
Operations
Rasterization
and
Interpolation
 Lock index buffer, vertex buffer, texture
 Create device, index buffer, vertex buffer,
texture
 Destroy device, index buffer, vertex buffer,
texture
 VaildateDevice
 Present
 Command buffer is full
 Query::GetData
29
 Group similar material
 Avoid redundant state change
 Adv:
 Reduce probability of full command buffer
 Separate transparent / Opaque objects
30
 Static / Dynamic type
 Share buffer is better
 Large buffer is better
31
Thank you for attending
32

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