Real-time Graphics Programmer

I am a computer science student, whose job includes writing computer programs, and my field of interest is Computer Graphics, with more emphasis in real-time applications such as computer games. In this application, there is a 30 frames-per-second boundary that must be maintained, so that an image is shown on the display device at least every 1/30 s. I know that today’s computers are already very fast in processing graphics, thanks to the development of GPU, but I am *always* worried whether the algorithm that I implement will severe the frame rate, even if it just computes the length of a vector using Pythagorean theorem, which says the magnitude of a vector is defined by the square root of the sum of the squared components of the vector. A very cheap computation, yet makes me afraid to implement.

5 Responses to “Real-time Graphics Programmer”


  1. 1 Kurotsuchi 23/08/2009 at 11:12 AM

    I am a computer science student

    ohh… wow… i thought that you’re a physicist😛 something like computational physics🙂

    real-time applications such as computer games

    oh, well… i dont play any game but pillsner urquell these recent years. but still i dont understand this ‘real-time’ term and the description. does its all about the rendering of the movement of the game’s graphic is all about?

  2. 2 lambrtz 23/08/2009 at 12:15 PM

    ^

    ohh… wow… i thought that you’re a physicist😛 something like computational physics🙂

    Nope, but BTW fluid simulation is an interesting topic in this field. But it’s not my current topic.

    but still i dont understand this ‘real-time’ term and the description. does its all about the rendering of the movement of the game’s graphic is all about?

    Yes. For the game to be playable, an image must be rendered in at least every 1/30 second, more or less, so that the user can know what is happening in the game at that time, hence the term “real-time”. This is in contrast with animation for films, in which you don’t need to know the rendered animation immediately.

  3. 3 Kurotsuchi 23/08/2009 at 10:50 PM

    Nope, but BTW fluid simulation is an interesting topic in this field. But it’s not my current topic

    simulation, eh? are there some formulas? just to make even a “simple” simulation just like a pendulum swing? i’m totally blind for this subject😛

    and what kinda language you used? something like vb.net or what? or even something better than that; like a third-world language which is almost similar with human’s language in daily conversation? (my friend told me about this third-world language in programming, and the commands and declaration is just like a command we used in dailiy conversation… totally different with declaration we used in MySQL)

    This is in contrast with animation for films, in which you don’t need to know the rendered animation immediately

    this part is interesting🙂 so the term “real-time” exist due to the event of rendering movement started when we push the button, while in animation, rendering images or movement started when they make the animation? i kinda imbecile in this part too😆

    is there any limitation to the “FPS”? because all i knew is, the higher “FPS” will earn the better quality of movement in animation or simulation…

  4. 4 lambrtz 24/08/2009 at 12:02 AM

    simulation, eh? are there some formulas? just to make even a “simple” simulation just like a pendulum swing? i’m totally blind for this subject😛

    Yup, we simulate and animate many physical phenomena using some formulae. Dynamics, magnetism, etc. This page can give you some ideas about one research in fluid simulation.🙂

    and what kinda language you used?

    C++. In our lab we usually use Visual C++, but it really doesn’t matter anyway. It is the algorithm that matters.🙂

    third-world language in programming, and the commands and declaration is just like a command we used in dailiy conversation

    I know this kind of language, but maybe the term is not “third-world”. In fact in our project we use a scripting language whose syntax resembles English.

    so the term “real-time” exist due to the event of rendering movement started when we push the button, while in animation, rendering images or movement started when they make the animation?

    Well, not only when user pushes a button, but every time, so that the program can “catch” the event whenever the user gives an input, and the result can be displayed ASAP. Animation for films lacks such an interactivity. Another reason is that animation for games is created “on the fly“, so if the image updating process is not fast enough, the user will not feel the smooth changes that happen in the game. This is the principle of animation. *ingat-ingat Walt Disney*

    is there any limitation to the “FPS”? because all i knew is, the higher “FPS” will earn the better quality of movement in animation or simulation…

    From what I understand, the monitor’s fresh rate configuration is the upper limit of the FPS. For example, if it is set to 65 Hz, then the maximum FPS is also 65, even if the program displays a bigger number. And if your game has a very high FPS, then maybe it is too empty and you can add more features.😀

  5. 5 lambrtz 24/08/2009 at 4:30 PM

    On my second thought, calculating a vector’s length is not that cheap.😕


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