Cooperative CPU-GPU Dynamic Power Management Methodologies for Energy-Efficient Mobile Gaming
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High End Visualization with Scalable Display System
HIGH END VISUALIZATION WITH SCALABLE DISPLAY SYSTEM Dinesh M. Sarode*, Bose S.K.*, Dhekne P.S.*, Venkata P.P.K.*, Computer Division, Bhabha Atomic Research Centre, Mumbai, India Abstract display, then the large number of pixels shows the picture Today we can have huge datasets resulting from in greater details and interaction with it enables the computer simulations (CFD, physics, chemistry etc) and greater insight in understanding the data. However, the sensor measurements (medical, seismic and satellite). memory constraints, lack of the rendering power and the There is exponential growth in computational display resolution offered by even the most powerful requirements in scientific research. Modern parallel graphics workstation makes the visualization of this computers and Grid are providing the required magnitude difficult or impossible. computational power for the simulation runs. The rich While the cost-performance ratio for the component visualization is essential in interpreting the large, dynamic based on semiconductor technologies doubling in every data generated from these simulation runs. The 18 months or beyond that for graphics accelerator cards, visualization process maps these datasets onto graphical the display resolution is lagging far behind. The representations and then generates the pixel resolutions of the displays have been increasing at an representation. The large number of pixels shows the annual rate of 5% for the last two decades. The ability to picture in greater details and interaction with it enables scale the components: graphics accelerator and display by the greater insight on the part of user in understanding the combining them is the most cost-effective way to meet data more quickly, picking out small anomalies that could the ever-increasing demands for high resolution. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Why Crowdfund? Motivations for Kickstarter Funding
Why Crowdfund? Motivations for Kickstarter Funding Author: William LaPorta Advisor: Dr. Michele Naples 13 May 2015 The College Of New Jersey Abstract This paper attempts to answer the question, "What makes entrepreneurs utilize crowdfunding?" To answer this question we analyze the level of Kickstarter funding per capita in each state as a function of various macroeconomic variables. We find that states with higher income, states with higher income inequality, states with a lower concentration of small firms, states with lower unemployment and high social media usage are more likely to have higher levels of Kickstarter funding. These results indicate that Kickstarter and other crowdfunding websites are utilized in more affluent and technologically savvy parts of the country, with high levels of business activity. LaPorta 1 Table of Contents INTRODUCTION ................................................................................................................................................... 2 LITERATURE REVIEW ...................................................................................................................................... 3 HOW KICKSTARTER WORKS ............................................................................................................................................. 3 ECONOMIC LITERATURE ON CROWDFUNDING ........................................................................................................... 4 BASIS OF RESEARCH AND DESIGN ................................................................................................................................. -
Order Independent Transparency in Opengl 4.X Christoph Kubisch – [email protected] TRANSPARENT EFFECTS
Order Independent Transparency In OpenGL 4.x Christoph Kubisch – [email protected] TRANSPARENT EFFECTS . Photorealism: – Glass, transmissive materials – Participating media (smoke...) – Simplification of hair rendering . Scientific Visualization – Reveal obscured objects – Show data in layers 2 THE CHALLENGE . Blending Operator is not commutative . Front to Back . Back to Front – Sorting objects not sufficient – Sorting triangles not sufficient . Very costly, also many state changes . Need to sort „fragments“ 3 RENDERING APPROACHES . OpenGL 4.x allows various one- or two-pass variants . Previous high quality approaches – Stochastic Transparency [Enderton et al.] – Depth Peeling [Everitt] 3 peel layers – Caveat: Multiple scene passes model courtesy of PTC required Peak ~84 layers 4 RECORD & SORT 4 2 3 1 . Render Opaque – Depth-buffer rejects occluded layout (early_fragment_tests) in; fragments 1 2 3 . Render Transparent 4 – Record color + depth uvec2(packUnorm4x8 (color), floatBitsToUint (gl_FragCoord.z) ); . Resolve Transparent 1 2 3 4 – Fullscreen sort & blend per pixel 4 2 3 1 5 RESOLVE . Fullscreen pass uvec2 fragments[K]; // encodes color and depth – Not efficient to globally sort all fragments per pixel n = load (fragments); sort (fragments,n); – Sort K nearest correctly via vec4 color = vec4(0); register array for (i < n) { blend (color, fragments[i]); – Blend fullscreen on top of } framebuffer gl_FragColor = color; 6 TAIL HANDLING . Tail Handling: – Discard Fragments > K – Blend below sorted and hope error is not obvious [Salvi et al.] . Many close low alpha values are problematic . May not be frame- coherent (flicker) if blend is not primitive- ordered K = 4 K = 4 K = 16 Tailblend 7 RECORD TECHNIQUES . Unbounded: – Record all fragments that fit in scratch buffer – Find & Sort K closest later + fast record - slow resolve - out of memory issues 8 HOW TO STORE . -
Best Practice for Mobile
If this doesn’t look familiar, you’re in the wrong conference 1 This section of the course is about the ways that mobile graphics hardware works, and how to work with this hardware to get the best performance. The focus here is on the Vulkan API because the explicit nature exposes the hardware, but the principles apply to other programming models. There are ways of getting better mobile efficiency by reducing what you’re drawing: running at lower frame rate or resolution, only redrawing what and when you need to, etc.; we’ve addressed those in previous years and you can find some content on the course web site, but this time the focus is on high-performance 3D rendering. Those other techniques still apply, but this talk is about how to keep the graphics moving and assuming you’re already doing what you can to reduce your workload. 2 Mobile graphics processing units are usually fundamentally different from classical desktop designs. * Mobile GPUs mostly (but not exclusively) use tiling, desktop GPUs tend to use immediate-mode renderers. * They use system RAM rather than dedicated local memory and a bus connection to the GPU. * They have multiple cores (but not so much hyperthreading), some of which may be optimised for low power rather than performance. * Vulkan and similar APIs make these features more visible to the developer. Here, we’re mostly using Vulkan for examples – but the architectural behaviour applies to other APIs. 3 Let’s start with the tiled renderer. There are many approaches to tiling, even within a company. -
Bioshock Infinite
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 10 Reviews Call of Duty: Black Ops II ZombiU Hitman: Absolution PC / PLAYSTATION / XBOX / NINTENDO + MORE The best and wors t of 2012 We give awards to things – not in a traditional way… BioShock Infi nite Loo k! Up in the sky! Editor Michael “RedTide“ James [email protected] Contents Features Assistant editor 24 THE BEST AND WORST OF 2012 Geoff “GeometriX“ Burrows Regulars We like to think we’re totally non-conformist, 8 Ed’s Note maaaaan. Screw the corporations. Maaaaan, etc. So Staff writer 10 Inbox when we do a “Best of [Year X]” list, we like to do it Dane “Barkskin “ Remendes our way. Here are the best, the worst, the weirdest 14 Bytes and, most importantly, the most memorable of all our Contributing editor 41 home_coded gaming experiences in 2012. Here’s to 2013 being an Lauren “Guardi3n “ Das Neves 62 Everything else equally memorable year in gaming! Technical writer Neo “ShockG“ Sibeko Opinion 34 BIOSHOCK INFINITE International correspondent How do you take one of the most infl uential, most Miktar “Miktar” Dracon 14 I, Gamer evocative experiences of this generation and make 16 The Game Stalker it even more so? You take to the skies, of course. Contributors 18 The Indie Investigator Miktar’s played a few hours of Irrational’s BioShock Rodain “Nandrew” Joubert 20 Miktar’s Meanderings Infi nite, and it’s left him breathless – but fi lled with Walt “Shryke” Pretorius 67 Hardwired beautiful, descriptive words. Go read them. Miklós “Mikit0707 “ Szecsei 82 Game Over Pippa -
Power Optimizations for Graphics Processors
POWER OPTIMIZATIONS FOR GRAPHICS PROCESSORS B.V.N.SILPA DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING INDIAN INSTITUTE OF TECHNOLOGY DELHI March 2011 POWER OPTIMAZTIONS FOR GRAPHICS PROCESSORS by B.V.N.SILPA Department of Computer Science and Engineering Submitted in fulfillment of the requirements of the degree of Doctor of Philosophy to the Indian Institute of Technology Delhi March 2011 Certificate This is to certify that the thesis titled Power optimizations for graphics pro- cessors being submitted by B V N Silpa for the award of Doctor of Philosophy in Computer Science & Engg. is a record of bona fide work carried out by her under my guidance and supervision at the Deptartment of Computer Science & Engineer- ing, Indian Institute of Technology Delhi. The work presented in this thesis has not been submitted elsewhere, either in part or full, for the award of any other degree or diploma. Preeti Ranjan Panda Professor Dept. of Computer Science & Engg. Indian Institute of Technology Delhi Acknowledgment It is with immense gratitude that I acknowledge the support and help of my Professor Preeti Ranjan Panda in guiding me through this thesis. I would like to thank Professors M. Balakrishnan, Anshul Kumar, G.S. Visweswaran and Kolin Paul for their valuable feedback, suggestions and help in all respects. I am indebted to my dear friend G Kr- ishnaiah for being my constant support and an impartial critique. I would like to thank Neeraj Goel, Anant Vishnoi and Aryabartta Sahu for their technical and moral support. I would also like to thank the staff of Philips, FPGA, Intel laboratories and IIT Delhi for their help. -
Godus Beta 204 Cracked 2018 No Survey
Godus Beta 2.0.4 Cracked 2018 No Survey Godus Beta 2.0.4 Cracked 2018 No Survey 1 / 2 Days Under Custody v1.5 DayZ v0.47 (I will not reupload/update for this game, because it need cracked server, but i dont make server, sorry) D.C. II ~Da Capo II. Let the god games begin: 22cans' Godus beta available on Steam Early ... Your browser does not currently recognize any of the video formats .... Not quite, says Tim McDonald, after a dozen hours with the beta. ... On the one hand: oh dear, it's Peter Molyneux and his trail of broken dreams .... 校园恋物语|Love in School · 樱之杜†净梦者 1 第一部 Sakura no Mori ... Games · Adventure Time: Pirates of the Enchiridion (Update 24/10/2018) .... Submission date: Thu Mar 29 02:43:09 2018. Server IP address: 104.27.166.47. Country ... Blacklisted: No. SSL Certificate details: Available via API only.. banished v1.0.4 beta build 140825 cracked-3dm snow light multi2- ... shadow warrior flt godus 7 days to die 1.1a update nihilumbra legends of aethereus ... latest vlc media player 2.0.4 version free download ride to hell pc ... update trainer (kitchen scramble v.50 - free download, no password and no survey ). Persia.The.Forgotten.Sands.BETA.Crack-CHCK-[tracker.BT no survey no password no download ... Godus beta 2.0.4 Cracked with lucky patcher. Just De Cheat .... The beta for Peter Molyneux's god- sim Godus is now available on Steam. The game, which is now at beta version 2.0, includes a host of all new .. -
Opengl FAQ and Troubleshooting Guide
OpenGL FAQ and Troubleshooting Guide Table of Contents OpenGL FAQ and Troubleshooting Guide v1.2001.11.01..............................................................................1 1 About the FAQ...............................................................................................................................................13 2 Getting Started ............................................................................................................................................18 3 GLUT..............................................................................................................................................................33 4 GLU.................................................................................................................................................................37 5 Microsoft Windows Specifics........................................................................................................................40 6 Windows, Buffers, and Rendering Contexts...............................................................................................48 7 Interacting with the Window System, Operating System, and Input Devices........................................49 8 Using Viewing and Camera Transforms, and gluLookAt().......................................................................51 9 Transformations.............................................................................................................................................55 10 Clipping, Culling, -
Ray Tracing on Programmable Graphics Hardware
Ray Tracing on Programmable Graphics Hardware Timothy J. Purcell Ian Buck William R. Mark ∗ Pat Hanrahan Stanford University † Abstract In this paper, we describe an alternative approach to real-time ray tracing that has the potential to out perform CPU-based algorithms Recently a breakthrough has occurred in graphics hardware: fixed without requiring fundamentally new hardware: using commodity function pipelines have been replaced with programmable vertex programmable graphics hardware to implement ray tracing. Graph- and fragment processors. In the near future, the graphics pipeline ics hardware has recently evolved from a fixed-function graph- is likely to evolve into a general programmable stream processor ics pipeline optimized for rendering texture-mapped triangles to a capable of more than simply feed-forward triangle rendering. graphics pipeline with programmable vertex and fragment stages. In this paper, we evaluate these trends in programmability of In the near-term (next year or two) the graphics processor (GPU) the graphics pipeline and explain how ray tracing can be mapped fragment program stage will likely be generalized to include float- to graphics hardware. Using our simulator, we analyze the per- ing point computation and a complete, orthogonal instruction set. formance of a ray casting implementation on next generation pro- These capabilities are being demanded by programmers using the grammable graphics hardware. In addition, we compare the perfor- current hardware. As we will show, these capabilities are also suf- mance difference between non-branching programmable hardware ficient for us to write a complete ray tracer for this hardware. As using a multipass implementation and an architecture that supports the programmable stages become more general, the hardware can branching. -
Interactive Computer Graphics Stanford CS248, Winter 2021 You Are Almost Done!
Lecture 18: Parallelizing and Optimizing Rasterization Interactive Computer Graphics Stanford CS248, Winter 2021 You are almost done! ▪ Wed night deadline: - Exam redo (no late days) ▪ Thursday night deadline: - Final project writeup - Final project video - It should demonstrate that your algorithms “work” - But hopefully you can get creative and have some fun with it! ▪ Friday: - Relax and party Stanford CS248, Winter 2021 Cyberpunk 2077 Stanford CS248, Winter 2021 Ghost of Tsushima Stanford CS248, Winter 2021 Forza Motorsport 7 Stanford CS248, Winter 2021 NVIDIA V100 GPU: 80 streaming multiprocessors (SMs) L2 Cache (6 MB) 900 GB/sec (4096 bit interface) GPU memory (HBM) (16 GB) Stanford CS248, Winter 2021 V100 GPU parallelism 1.245 GHz clock 1.245 GHz clock 80 SM processor cores per chip 80 SM processor cores per chip 64 parallel multiple-add units per SM 64 parallel multiple-add units per SM 80 x 64 = 5,120 fp32 mul-add ALUs 80 x 64 = 5,120 fp32 mul-add ALUs = 12.7 TFLOPs * = 12.7 TFLOPs * Up to 163,840 fragments being processed at a time on the chip! Up to 163,840 fragments being processed at a time on the chip! L2 Cache (6 MB) 900 GB/sec GPU memory (16 GB) * mul-add counted as 2 !ops: Stanford CS248, Winter 2021 Hardware units RTX 3090 GPU for rasterization Stanford CS248, Winter 2021 RTX 3090 GPU Hardware units for texture mapping Stanford CS248, Winter 2021 RTX 3090 GPU Hardware units for ray tracing Stanford CS248, Winter 2021 For the rest of the lecture, I’m going to focus on mapping rasterization workloads to modern mobile GPUs Stanford CS248, Winter 2021 all Q.