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johnsss در حال رشد
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تاريخ عضويت: شنبه 2 ارديبهشت 1385 تعداد ارسالها: 33
شنبه 2 ارديبهشت 1385 - 20:15 |
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Hi everyone.
First of all, I'm very sorry that I'm writing in English. Unfortunately I do now have a keyboard with Persian labels installed, thus I am unable to type in Persian.
Second, I would like to congradulate the owner of this website for his excellent and productive forum.
Now, here is my request. Currently I am preparing for presentation of my Master's Thesis which (what a surprise!) is devoted to computer graphics and shader programming. For such demonstration, I need a few higly tesselated (by higly, I mean around 20,000 polygons or a bit more) polygonal object. This object can be a character or any other object. This object has to be in .X Direct3D format since it is the easiest to load this object in Direct3D.
Currently, I am using a spaceship (taken from sample files of a DirectX tutorial Book). this object is used to demonstrate soft shadows, env. reflection and refraction, bump mapping and displacement mapping, stencil reflection, particle collision detection and finally, real-time global illumination.
Here is a screenshot of the dither shadow algorithm presented in my project.
http://web.axelero.hu/jack857/dither.JPG
This scene renders on ~55FPS in 1280x1024 resolution, 4x AA on Geforece 6800GO. However, this object is not tesselated enough for speed comparison purposes (I am comparing this technique with Soft Shadow and in low polygon objects the difference is not clearly visible. Thus I would like to ask your help if you could provide me with a high poly .X file or if you could point me to a website which contains such object.
Thank you very much in advance for your help.
Johnsss
p.s. I would be glad to help if you had any questions regarding any of the shader algorithms mentioned above. I would also be glad if I could learn from you.
p.p.s again sorry for the English. Hope the administrator won't remove this thread ![Smile](images/smiles/icon_smile.gif) |
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نويسنده |
پيغام |
johnsss در حال رشد
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![](http://web.axelero.hu/jack857/3d_226[1]1.jpg)
تاريخ عضويت: شنبه 2 ارديبهشت 1385 تعداد ارسالها: 33
شنبه 2 ارديبهشت 1385 - 23:57 |
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دوست عزيز
Thank you for your quick response. About my project, well, as I mentioned in my previous post, I am implementing and comparing a few shader algorithms for my thesis.
In my thesis, I discuss software based Ray Tracing and Global Illumination and generating effects such as bump mapping, Phong BRDF, displacement mapping, Reflection and Refraction, Soft and sharp shadows (Ray tracing provides sharp shadows whereas GI generates soft shadows) and caustics.
Later, I discuss incremental image synthesis (Hardware rendering) and I try to provide the very same effects (I.e. bump mapping, displacement mapping, soft shadows, shart shadows, caustics, etc) in HLSL.
Finally, I compare the two approaches from several points of view such as ease of developement, speed, optimization and output quality.
For such purpose, I need to provide accurate data regarding the speed of rendering using highly tesselated objects (since in software based ray tracing for exmaple, I am using highly tesselated objects to demonstrate the advantages of using KD-Tree (a technique for BSP) and Hierarchical Bounding Volumes).
Of course, a one-to-one comparison can not be made regarding the CPU and GPU based rendering since my project was not initially aiming for such comparison. But still, it would be nice to demonstrate the power of massive pipeline architecture of recent graphics cards.
About what type of object do I need. Well, the shape doesn't really matter. as I mentioned before, it can be even a character or any highly tesselated object. (3D Studio plug-in for exporting .X files would also be ok since we have the licence for 3D Studio in the university).
If you were interested in shader algorithms, I could provide you with HLSL source codes for any of the mentioned above algorithms. However, I am unable to provide you with the complete program until my thesis has been admitted for review.
Also, if you have any questions regarding software rendering, GPU pipeline architecture and HLSL programming I would be more than glad to help a fellow countrymate (of course, I am also learning so I may not be able to answer all questions and I am sure there are plenty I could learn from you)
Again, Thank you very much for you help and I hope we can be useful to each other.
Best regards
Johnsss |
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نويسنده |
پيغام |
johnsss در حال رشد
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تاريخ عضويت: شنبه 2 ارديبهشت 1385 تعداد ارسالها: 33
1 شنبه 3 ارديبهشت 1385 - 11:24 |
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dooste aiz
salam be shoma. moteasefane mesle inke manzoore man ro motevajeh nashodid ke shaiad be khatere bad tozih dadane man bood. baraie hamin hamoon post ro yek bare digar be pinglish minevisam.
man dar hale submit kardane tez e foghe lisans hastam va hich motor e bazi nadaram va hata balad nistam ke bazi besazam. man baraie tezam 2 approach e mokhtalef ro moghaiese mikham bokonam dar morede performance va quality.
yek ravesh, software rendering hast ke 2 barname barayash neveshtam. yeki ray tracing hast ke ba algorithm haie KD-Tree va Hierarchical Bounding Volumes optimized shode va mitoone bump mapping, displacement mapping, reflection, refraction, sharp shadows va Phong BRDF ra implement kone.
digari Global Illumination hast ke mitoone hamoon kar ha ra bokone va sad albate be khatere khavase GI, soft shadow va caustics ham automatic generate mishe.
baraie in do approach, man dataset haii ra estefade kardam ke az million ha polygon tashkil shode (nemidoonam be output e CT-Scan ashna hastid yana. dastgah haie pishrafteie CT-Scan output haie hajimi darand). in kar ra baraie in kardam ke betoonam moghaieseii dashte basham rooie ghodrate optimization e KD-Tree.
(render kardane hamchenin scene i albate kheili vaght gir ast va mitoone saat ha tool bekeshe)
pas az in, az oonjaii ke project haii ham rooie shader ha dashtam, dar tezam saai kardam ke yek hardware rendered implement bokonam ke hamoon khasiat ha ro (hata fake kardane soft shadow va caustics) dashte bashe. sad albate in technique ha real-time be soorati ke baraie bazi khoob bashe nistand. choon FPS anha dar soorati ke az tamame in technique ha ba ham estefade beshe be nodrat be ~1-2FPS mirese. ke albate baraie tez e man moshkeli nist. Rea-time dar kar haie research e academic mitoone hata 1FPS bashe va be real-time e bazi mortabet nist.
Vali baraie inke betoonam yek comparison e manteghi dashte basham, mikhaham ke dataset i ke dar hardware renderer estefade mikonam hadeaghal kami sangin bashe ke ghodrate GPU ro behtar neshoon bede.
be tore mesal, algorithm Dither va Soft Shadow tafavote amalkardi e kheili bala ba object haie low poly nadarand va in tafavot ba teedad e balaie polygon moshahede mishe.
be har hal, moteshakeram ke be man javab dadid va agar fekr mikonid ke in thread baiad pak beshe lotfan in ro pak konid. |
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