20Th Anniversary Opengl Year Book
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SIMD Extensions
SIMD Extensions PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 12 May 2012 17:14:46 UTC Contents Articles SIMD 1 MMX (instruction set) 6 3DNow! 8 Streaming SIMD Extensions 12 SSE2 16 SSE3 18 SSSE3 20 SSE4 22 SSE5 26 Advanced Vector Extensions 28 CVT16 instruction set 31 XOP instruction set 31 References Article Sources and Contributors 33 Image Sources, Licenses and Contributors 34 Article Licenses License 35 SIMD 1 SIMD Single instruction Multiple instruction Single data SISD MISD Multiple data SIMD MIMD Single instruction, multiple data (SIMD), is a class of parallel computers in Flynn's taxonomy. It describes computers with multiple processing elements that perform the same operation on multiple data simultaneously. Thus, such machines exploit data level parallelism. History The first use of SIMD instructions was in vector supercomputers of the early 1970s such as the CDC Star-100 and the Texas Instruments ASC, which could operate on a vector of data with a single instruction. Vector processing was especially popularized by Cray in the 1970s and 1980s. Vector-processing architectures are now considered separate from SIMD machines, based on the fact that vector machines processed the vectors one word at a time through pipelined processors (though still based on a single instruction), whereas modern SIMD machines process all elements of the vector simultaneously.[1] The first era of modern SIMD machines was characterized by massively parallel processing-style supercomputers such as the Thinking Machines CM-1 and CM-2. These machines had many limited-functionality processors that would work in parallel. -
Recent International Trade Commission Representations
Recent International Trade Commission Representations Certain Mobile Electronic Devices and Radio Frequency and Processing Components Thereof (II), Inv. No. 337-TA-1093 (ITC 2019). Quinn Emanuel was lead counsel for Qualcomm in a patent infringement action against Apple in the International Trade Commission. Qualcomm alleged that Apple engaged in the unlawful importation and sale of iPhones that infringe one or more claims of five Qualcomm patents covering key technologies that enable important features and function in the iPhones. After a seven day hearing, Administrative Law Judge McNamara issued an Initial Determination finding for Qualcomm on all issues related to claim 1 of U.S. Patent 8,063,674 related to an improved “Power on Control” circuit. ALJ McNamara recommended that the Commission issue a limited exclusion order with respect to the accused iPhone devices. Although the case settled shortly after AJ McNamara recommended the exclusion order, the order would have resulted in the exclusion of all iPhones and iPads without Qualcomm baseband processors from being imported into the United States. Certain Magnetic Tape Cartridges and Components Thereof Inv. No. 337-TA-1058 (ITC 2019): We represented Sony in a multifront battle against Fujifilm arising from Fujifilm’s anticompetitive conduct seeking to exclude Sony from the Linear Tape-Open magnetic tape market. LTO tape products are used to store large quantities of data by companies in a wide range of industries, including health care, education, finance and banking. Sony filed a complaint in the ITC seeking an exclusion order of Fujifilm’s products based on its infringement of three Sony patents covering various aspects of magnetic data storage technology. -
Opengl Shading Languag 2Nd Edition (Orange Book)
OpenGL® Shading Language, Second Edition By Randi J. Rost ............................................... Publisher: Addison Wesley Professional Pub Date: January 25, 2006 Print ISBN-10: 0-321-33489-2 Print ISBN-13: 978-0-321-33489-3 Pages: 800 Table of Contents | Index "As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more." David Tommeraasen, CEO/Programmer, Plasma Software "This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes!" Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation "The coverage in this new edition of the book is pitched just right to help many new shader- writers get started, but with enough deep information for the 'old hands.'" Marc Olano, Assistant Professor, University of Maryland "This is a really great book on GLSLwell written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference." John Carey, Chief Technology Officer, C.O.R.E. -
20 Years of Opengl
20 Years of OpenGL Kurt Akeley © Copyright Khronos Group, 2010 - Page 1 So many deprecations! • Application-generated object names • Depth texture mode • Color index mode • Texture wrap mode • SL versions 1.10 and 1.20 • Texture borders • Begin / End primitive specification • Automatic mipmap generation • Edge flags • Fixed-function fragment processing • Client vertex arrays • Alpha test • Rectangles • Accumulation buffers • Current raster position • Pixel copying • Two-sided color selection • Auxiliary color buffers • Non-sprite points • Context framebuffer size queries • Wide lines and line stipple • Evaluators • Quad and polygon primitives • Selection and feedback modes • Separate polygon draw mode • Display lists • Polygon stipple • Hints • Pixel transfer modes and operation • Attribute stacks • Pixel drawing • Unified text string • Bitmaps • Token names and queries • Legacy pixel formats © Copyright Khronos Group, 2010 - Page 2 Technology and culture © Copyright Khronos Group, 2010 - Page 3 Technology © Copyright Khronos Group, 2010 - Page 4 OpenGL is an architecture Blaauw/Brooks OpenGL SGI Indy/Indigo/InfiniteReality Different IBM 360 30/40/50/65/75 NVIDIA GeForce, ATI implementations Amdahl Radeon, … Code runs equivalently on Top-level goal Compatibility all implementations Conformance tests, … It’s an architecture, whether Carefully planned, though Intentional design it was planned or not . mistakes were made Can vary amount of No feature subsetting Configuration resource (e.g., memory) Config attributes (e.g., FB) Not a formal -
Realityengine Graphics
RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems Abstract Silicon Graphics Iris 3000 (1985) and the Apollo DN570 (1985). Toward the end of the ®rst-generation period advancesin technology The RealityEngineTM graphics system is the ®rst of a new genera- allowed lighting, smooth shading, and depth buffering to be imple- tion of systems designed primarily to render texture mapped, an- mented, but only with an order of magnitude less performance than tialiased polygons. This paper describes the architecture of the was available to render ¯at-shaded lines and polygons. Thus the RealityEngine graphics system, then justi®es some of the decisions target capability of these machines remained ®rst-generation. The made during its design. The implementation is near-massively par- Silicon Graphics 4DG (1986) is an example of such an architecture. allel, employing 353 independent processors in its fullest con®gura- tion, resulting in a measured ®ll rate of over 240 million antialiased, Because ®rst-generation machines could not ef®ciently eliminate texture mapped pixels per second. Rendering performance exceeds hidden surfaces, and could not ef®ciently shade surfaces even if the 1 million antialiased, texture mapped triangles per second. In ad- application was able to eliminate them, they were more effective dition to supporting the functions required of a general purpose, at rendering wireframe images than at rendering solids. Begin- high-end graphics workstation, the system enables realtime, ªout- ning in 1988 a second-generation of graphics systems, primarily the-windowº image generation and interactive image processing. workstations rather than terminals, became available. These ma- chines took advantage of reduced memory costs and the increased availability of ASICs to implement deep framebuffers with multiple CR Categories and Subject Descriptors: I.3.1 [Computer rendering processors. -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.20 Document Revision: 12 246 JuneAugust 2015 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost 1 Copyright (c) 2013-2015 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
The Opengl ES Shading Language
The OpenGL ES® Shading Language Language Version: 3.00 Document Revision: 6 29 January 2016 Editor: Robert J. Simpson, Qualcomm OpenGL GLSL editor: John Kessenich, LunarG GLSL version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright © 2008-2016 The Khronos Group Inc. All Rights Reserved. This specification is protected by copyright laws and contains material proprietary to the Khronos Group, Inc. It or any components may not be reproduced, republished, distributed, transmitted, displayed, broadcast, or otherwise exploited in any manner without the express prior written permission of Khronos Group. You may use this specification for implementing the functionality therein, without altering or removing any trademark, copyright or other notice from the specification, but the receipt or possession of this specification does not convey any rights to reproduce, disclose, or distribute its contents, or to manufacture, use, or sell anything that it may describe, in whole or in part. Khronos Group grants express permission to any current Promoter, Contributor or Adopter member of Khronos to copy and redistribute UNMODIFIED versions of this specification in any fashion, provided that NO CHARGE is made for the specification and the latest available update of the specification for any version of the API is used whenever possible. Such distributed specification may be reformatted AS LONG AS the contents of the specification are not changed in any way. The specification may be incorporated into a product that is sold as long as such product includes significant independent work developed by the seller. A link to the current version of this specification on the Khronos Group website should be included whenever possible with specification distributions. -
Semiconductor Industry Merger and Acquisition Activity from an Intellectual Property and Technology Maturity Perspective
Semiconductor Industry Merger and Acquisition Activity from an Intellectual Property and Technology Maturity Perspective by James T. Pennington B.S. Mechanical Engineering (2011) University of Pittsburgh Submitted to the System Design and Management Program in Partial Fulfillment of the Requirements for the Degree of Master of Science in Engineering and Management at the Massachusetts Institute of Technology September 2020 © 2020 James T. Pennington All rights reserved The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author ____________________________________________________________________ System Design and Management Program August 7, 2020 Certified by __________________________________________________________________________ Bruce G. Cameron Thesis Supervisor System Architecture Group Director in System Design and Management Accepted by __________________________________________________________________________ Joan Rubin Executive Director, System Design & Management Program THIS PAGE INTENTIALLY LEFT BLANK 2 Semiconductor Industry Merger and Acquisition Activity from an Intellectual Property and Technology Maturity Perspective by James T. Pennington Submitted to the System Design and Management Program on August 7, 2020 in Partial Fulfillment of the Requirements for the Degree of Master of Science in System Design and Management ABSTRACT A major method of acquiring the rights to technology is through the procurement of intellectual property (IP), which allow companies to both extend their technological advantage while denying it to others. Public databases such as the United States Patent and Trademark Office (USPTO) track this exchange of technology rights. Thus, IP can be used as a public measure of value accumulation in the form of technology rights. -
Application Specific Programmable Processors for Reconfigurable Self-Powered Devices
C651etukansi.kesken.fm Page 1 Monday, March 26, 2018 2:24 PM C 651 OULU 2018 C 651 UNIVERSITY OF OULU P.O. Box 8000 FI-90014 UNIVERSITY OF OULU FINLAND ACTA UNIVERSITATISUNIVERSITATIS OULUENSISOULUENSIS ACTA UNIVERSITATIS OULUENSIS ACTAACTA TECHNICATECHNICACC Teemu Nyländen Teemu Nyländen Teemu University Lecturer Tuomo Glumoff APPLICATION SPECIFIC University Lecturer Santeri Palviainen PROGRAMMABLE Postdoctoral research fellow Sanna Taskila PROCESSORS FOR RECONFIGURABLE Professor Olli Vuolteenaho SELF-POWERED DEVICES University Lecturer Veli-Matti Ulvinen Planning Director Pertti Tikkanen Professor Jari Juga University Lecturer Anu Soikkeli Professor Olli Vuolteenaho UNIVERSITY OF OULU GRADUATE SCHOOL; UNIVERSITY OF OULU, FACULTY OF INFORMATION TECHNOLOGY AND ELECTRICAL ENGINEERING Publications Editor Kirsti Nurkkala ISBN 978-952-62-1874-8 (Paperback) ISBN 978-952-62-1875-5 (PDF) ISSN 0355-3213 (Print) ISSN 1796-2226 (Online) ACTA UNIVERSITATIS OULUENSIS C Technica 651 TEEMU NYLÄNDEN APPLICATION SPECIFIC PROGRAMMABLE PROCESSORS FOR RECONFIGURABLE SELF-POWERED DEVICES Academic dissertation to be presented, with the assent of the Doctoral Training Committee of Technology and Natural Sciences of the University of Oulu, for public defence in the Wetteri auditorium (IT115), Linnanmaa, on 7 May 2018, at 12 noon UNIVERSITY OF OULU, OULU 2018 Copyright © 2018 Acta Univ. Oul. C 651, 2018 Supervised by Professor Olli Silvén Reviewed by Professor Leonel Sousa Doctor John McAllister ISBN 978-952-62-1874-8 (Paperback) ISBN 978-952-62-1875-5 (PDF) ISSN 0355-3213 (Printed) ISSN 1796-2226 (Online) Cover Design Raimo Ahonen JUVENES PRINT TAMPERE 2018 Nyländen, Teemu, Application specific programmable processors for reconfigurable self-powered devices. University of Oulu Graduate School; University of Oulu, Faculty of Information Technology and Electrical Engineering Acta Univ. -
2018 Nvidia Corporation Annual Review
2018 NVIDIA CORPORATION ANNUAL REVIEW NOTICE OF ANNUAL MEETING PROXY STATEMENT FORM 10-K GPUS ARE POWERING SOME OF THE HOTTEST TRENDS NOW AND FOR DECADES TO COME. YAHOO FINANCE Scientists using GPU computing were able to “see” gravitational waves for the first time in human history. Twenty-five years ago, we set out to transform computer graphics. Fueled by the massive growth of the gaming market and its insatiable demand for better 3D graphics, we’ve evolved the GPU into a computer brain at the intersection of virtual reality, high performance computing, and artificial intelligence. NVIDIA GPU computing has become the essential tool of the da Vincis and Einsteins of our time. For them, we’ve built the equivalent of a time machine. Jensen Huang CEO and Founder, NVIDIA Hellblade: Senua’s Sacrifice, as captured by NVIDIA Ansel, a powerful in-game camera that lets users take professional- grade photographs of their games. NVIDIA GEFORCE HAS MOVED FROM GRAPHICS CARD TO GAMING PLATFORM. FORBES At $100 billion, computer gaming is the world’s largest entertainment industry. And with 200 million gamers, NVIDIA GeForce is its largest platform. We continuously innovate across the GeForce platform, from GeForce GTX GPUs to GeForce Experience, and in new technologies like Max-Q that make gaming laptops thinner, quieter and faster. And we’re opening high-end gaming and blockbuster titles to millions of users for the first time with NVIDIA GeForce NOW, a cloud-based service that turns everyday PC and Mac laptops into virtual GeForce gaming machines. NVIDIA’S LATEST TECH IS HERE TO BLOW POSSIBILITIES OF VR WIDE OPEN. -
Vers Des Supports D'exécution Capables D'exploiter Les Machines
Vers des supports d’exécution capables d’exploiter les machines multicœurs hétérogènes Cédric Augonnet To cite this version: Cédric Augonnet. Vers des supports d’exécution capables d’exploiter les machines multicœurs hétérogènes. [Travaux universitaires] 2008, pp.48. inria-00289361 HAL Id: inria-00289361 https://hal.inria.fr/inria-00289361 Submitted on 20 Jun 2008 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. M´emoirede MASTER RECHERCHE pr´esent´epar C´edricAugonnet Vers des supports d’execution´ capables d’exploiter les machines multicœurs het´ erog´ enes` Encadrement : Raymond Namyst Fevrier´ – Juin 2008 Laboratoire Bordelais de Recherche en Informatique (LaBRI) INRIA Bordeaux Universit´eBordeaux 1 Table des mati`eres Remerciements v 1 Introduction 1 2 Etat´ de l’art 3 2.1 Architecture : du multicœur a` l’het´ erog´ ene` . 3 2.1.1 Adoption du multicœur . 3 2.1.2 Utilisation d’accel´ erateurs´ . 4 2.1.3 Vers un multicœur het´ erog´ ene` . 5 2.2 Programmation multicœur homogene` . 5 2.2.1 Gestion explicite du parallelisme´ . 6 2.2.2 Se reposer sur un langage . 6 2.3 Programmation d’accel´ erateurs´ . 6 2.3.1 GPGPU . -
The GPU Computing Revolution
The GPU Computing Revolution From Multi-Core CPUs to Many-Core Graphics Processors A Knowledge Transfer Report from the London Mathematical Society and Knowledge Transfer Network for Industrial Mathematics By Simon McIntosh-Smith Copyright © 2011 by Simon McIntosh-Smith Front cover image credits: Top left: Umberto Shtanzman / Shutterstock.com Top right: godrick / Shutterstock.com Bottom left: Double Negative Visual Effects Bottom right: University of Bristol Background: Serg64 / Shutterstock.com THE GPU COMPUTING REVOLUTION From Multi-Core CPUs To Many-Core Graphics Processors By Simon McIntosh-Smith Contents Page Executive Summary 3 From Multi-Core to Many-Core: Background and Development 4 Success Stories 7 GPUs in Depth 11 Current Challenges 18 Next Steps 19 Appendix 1: Active Researchers and Practitioner Groups 21 Appendix 2: Software Applications Available on GPUs 23 References 24 September 2011 A Knowledge Transfer Report from the London Mathematical Society and the Knowledge Transfer Network for Industrial Mathematics Edited by Robert Leese and Tom Melham London Mathematical Society, De Morgan House, 57–58 Russell Square, London WC1B 4HS KTN for Industrial Mathematics, Surrey Technology Centre, Surrey Research Park, Guildford GU2 7YG 2 THE GPU COMPUTING REVOLUTION From Multi-Core CPUs To Many-Core Graphics Processors AUTHOR Simon McIntosh-Smith is head of the Microelectronics Research Group at the Univer- sity of Bristol and chair of the Many-Core and Reconfigurable Supercomputing Conference (MRSC), Europe’s largest conference dedicated to the use of massively parallel computer architectures. Prior to joining the university he spent fifteen years in industry where he designed massively parallel hardware and software at companies such as Inmos, STMicro- electronics and Pixelfusion, before co-founding ClearSpeed as Vice-President of Architec- ture and Applications.