Lecture 7& 7b: (9/25&27) Game Graphics

by Mike Gleicher on September 24, 2012

Some background:

Few A3 – A4 is coming (and is sortof part of P1)

Last time: why do we care about tech in Games
This time: why do we care about graphics in Games, and what do we do about it

What can graphics do for experience generation?

What does it need to do: Create a Dynamic World (usually not a slideshow)
exercise: why care about fancy show algorithms, or smoke rendering, …

  • Realism / Style
    • put you in a place (not necessarily a real one)
  • Complexity and Richness
  • Accuracy is not an issue
  • Performance
  • Effects
  • Mood
  • Characters
  • Readability

Quality could mean lots of things:

  • Accurate modeling of reality
  • Subjective realism
  • The “look” that we want
  • Stylization
  • Avoiding artifacts

To sumarize

  • Control: get what you (or the Art Director) wants
  • Authorability: to create what you want
  • Flexibility
  • Performance (keep up frame rate, leave resources for other things)

Tradeoffs (why are games different)

  • Accuracy may not be an issue
  • Generality might be a tradeoff (organize rooms a different way, change styile)
  • Artistic Tradeoffs
  • Need to provide specific mood/feelings (affect)
  • Attractive

Graphics Basics

  • Primitives not photons
  • Is the “interactive graphics abstraction set” a given?
  • Alternatives: ray tracing, …
  • Many wasteful things about the way we do things (it’s brute force)
    • but highly parallelizable

Levels of Abstraction for Doing Graphics

  • Pixels
  • Images
  • Immediate-mode drawing
  • Scene Graph

over time games have been moving up this chain

moving up the chain means lots of things can be done for you

Taking the primitive pipeline as a given…

  • understand the abstractions it supports
  • understand how it maps to the hardware
    • one key to making it go fast
  • understand how to get things to the hardware quickly
    • not as important: understand how to avoid bottlenecks
  • understand how to make it do stuff other than what it was meant for

The quest for performance

  • Eric’s 3
    • Approximation
    • Preparation
    • Amortization
  • Avoidance
  • Mapping well to hardware
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