Vani Murarka - 22C:251 Advanced OpenGL Techniques at
University of Iowa
Assignment Image Files
| Assignment #3 Render to Texture and Geometry Shaders |
Game of Life video Image processing Rose: Original | Grayscale | Box | Sobel Edge Detection Durga: Original | Sobel | Sobel-Box-Sobel Silhouette 1 | 2 |
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| Assignment #2 Line Rendering, Fog, Shaders |
Standard OpenGL Lighting Standard Wireframe 1 : 2 Wireframe Without Hidden Lines 1 : 2 Wireframe with Front lines having Halos 1 : 2 Fog Fragment Shader: Sinusoidal Pattern 1 : 2 Vertex Shader: Changing Alpha based on Surface Orientation 1 : 2 : 3 |
Assignment #1 Display Lists Vertex Arrays Vertex Arrays using Buffer Objects Green Sphere Alpha Blending increased Alpha Blending decreased 1 : 2 Earth Texture GL_DECAL Earth Texture GL_REPLACE Earth Texture GL_MODULATE Earth Texture GL_ADD Observations 1. In general, performance gain seems to be in the following order: Immediate - Vertex Arrays - Display Lists / Vertex Buffer Objects 2. In most cases, the performance gain from Display Lists is as good [even better] than from Vertex Buffer Objects. 3. In the case of greater number of triangles [high-res buddha, high-res dragon], there is a huge gain from Vertex Buffer Objects as compared to Display Lists. Hence it seems, in general, Display Lists are the way to go [good performance, ease of implementation] other than when the geometry is really complex. 4. In the case of the High-res Buddha and High-res Dragron, the system is clearly geometry [CPU] bound rather than fill bound. This is because lower resolutions [i.e. lesser number of fragments] do not result in any performance gain [except slightly in the case of Vertex Buffer Objects] as in the case of the low-res and mid-res models. Thus, with these GeForce 8600 GTS cards, the system becomes geometry bound surely with 870K triangles [the #triangles of the high-res buddha]. Maybe it becomes geometry bound with even lesser #triangles. I did not try models with #triangles > 250K and < 870K. Over 500K triangles, maybe one can expect these cards to become geometry bound. |
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