3D Graphics for Dummies3D Graphics for Dummies Significant content “borrowed” from Dan Chang @ Nintendo NTD “with permission” Chris Ryan CppCon 2021 github.com/ChrisR98008/CppCon20213 3D Graphics for Dummies4 3D Graphics 3D Graphics for Dummies6 3D Graphics for Dummies7 3D Graphics for Dummies8 3D Graphics for Dummies9 3D Graphics for Dummies10 3D Graphics for Dummies11 3D Graphics for Dummies12 3D Graphics for for Dummies13 3D Graphics for Dummies14 3D Graphics for Dummies15 3D Graphics for Dummies Winding / Right Hand Rule Fingers curled in the order of the points, thumb points up Counter clockwise right0 码力 | 79 页 | 4.61 MB | 6 月前3
Back to Basics: The Factory PatternNortheastern University in Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building Vulkan projects ○ (Usually graphics or games related) ● I like teaching, guitar, running, weight training, and anything in computer science under the domain of computer graphics, visualization, concurrency Northeastern University in Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building0 码力 | 93 页 | 3.92 MB | 6 月前3
Back to Basics: ConcurrencyNortheastern University in Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building Vulkan projects ○ (Usually graphics or games related) ● I like teaching, guitar, running, weight training, and anything in computer science under the domain of computer graphics, visualization, concurrency threads on your GPU for graphics ■ GPUs have 100s or 1000s of threads that are good for massively parallel tasks. ● (You could also use things like CUDA to take advantage of your graphics hardware) ○ You0 码力 | 141 页 | 6.02 MB | 6 月前3
Back To Basics FunctionsNortheastern University in Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building Vulkan projects ○ (Usually graphics or games related) ● I like teaching, guitar, running, weight training, and anything in computer science under the domain of computer graphics, visualization, concurrency can save myself repeating typing of code! ● I also remember finding a giant list of interesting graphics functions ○ Neat -- something different than the math functions I’m learning in school ■ Sounds0 码力 | 123 页 | 7.26 MB | 6 月前3
Back to Basics: Design PatternsNortheastern University in Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building Vulkan projects ○ (Usually graphics or games related) ● I like teaching, guitar, running, weight training, and anything in computer science under the domain of computer graphics, visualization, concurrency point on design patterns for object-oriented programming 26 ● I really enjoyed this book (as a graphics programmer) for learning design patterns. ○ There’s a free web version here: https://gameprogrammingpatterns0 码力 | 96 页 | 2.10 MB | 6 月前3
Khronos APIs for Heterogeneous Compute and Safety: SYCL and SYCL SCSTANDARDS EVOLUTION OpenGL ES 1.0 - 2003 Fixed function graphics OpenGL ES 2.0 - 2007 Programmable Shaders OpenGL SC 1.0 - 2005 Fixed function graphics safety-critical subset OpenGL SC 2.0 - 2016 Programmable Programmable Shaders Safety-critical subset Vulkan 1.2 - 2020 Explicit Graphics and Compute and Display Vulkan SC 1.0 - 2022 Explicit Graphics, Compute and Display safety-critical subset SYCL 2020 C++-based0 码力 | 82 页 | 3.35 MB | 6 月前3
Back to Basics: Lambda ExpressionsOld Enough to Vote ❏ Sequencing, Linkage, Inheritance ❏ Evolution of Graphics Technology ❏ GPU, Pipeline, and the Vector Graphics API ❏ Declarations and Type Conversions ❏ C++ ISO Standard ❏ Inline libraries for developing GUI applications ● CsPaint Library ○ standalone C++ library for rendering graphics on the GPU ● CsSignal Library ○ standalone thread aware signal/slot library ● CsString Library0 码力 | 48 页 | 175.89 KB | 6 月前3
Overload ResolutionEnough to Vote ❏ Sequencing ❏ Linkage 51 ❏ Inheritance ❏ Evolution of Graphics Technology ❏ GPU, Pipeline, and the Vector Graphics API ❏ Declarations and Type Conversions ❏ Lambdas in Action ❏ Any Optional interface to the Botan and OpenSSL libraries ● CsPaint Library ○ standalone C++ library for rendering graphics on the GPU 53Applications ● KitchenSink ○ contains over 30 demos, uses almost every CopperSpice0 码力 | 55 页 | 209.57 KB | 6 月前3
C++高性能并行编程与优化 - 课件 - 10 从稀疏数据结构到量化数据类型中的流体仿真,就是基于 OpenVDB 的稀疏体积 • github.com/zenustech/zeno Taichi 也支持稀疏数据结构 • https://yuanming.taichi.graphics/publication/2019-taichi/taichi-lang-slides.pdf 第 4 章:并行与随机访问 回到指针的数组 试图并行地访问:出错了 为什么?因为多个核心同时访问了 即可。 Taichi 也支持量化存储了 • https://yuanming.taichi.graphics/publication/2021-quantaichi/quantaichi.pdf 小彭老师第一时间赶到现场锐评 • https://yuanming.taichi.graphics/publication/2021-quantaichi/quantaichi.pdf ← ???0 码力 | 102 页 | 9.50 MB | 1 年前3
Back to Basics: PointersNortheastern University in Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building Vulkan projects ○ (Usually graphics or games related) ● I like teaching, guitar, running, weight training, and anything in computer science under the domain of computer graphics, visualization, concurrency0 码力 | 152 页 | 5.61 MB | 6 月前3
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