Introduction to Powervr for Developers
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Powervr SGX Series5xt IP Core Family
PowerVR SGX Series5XT IP Core Family The PowerVR™ SGX Series5XT Graphics Processing Unit (GPU) IP core family is a series Features of highly efficient graphics acceleration IP cores that meet the multimedia requirements of • Most comprehensive IP core family the next generation of consumer, communications and computing applications. and roadmap in the industry PowerVR SGX Series5XT architecture is fully scalable for a wide range of area and • USSE2 delivers twice the peak performance requirements, enabling it to target markets from low cost feature-rich mobile floating point and instruction multimedia products to very high performance consoles and computing devices. throughput of Series5 USSE • YUV and colour space accelerators The family incorporates the second-generation Universal Scalable Shader Engine (USSE2™), for improved performance with a feature set that exceeds the requirements of OpenGL 2.0 and Microsoft Shader • Upgraded PowerVR Series5XT Model 3, enabling 2D, 3D and general purpose (GP-GPU) processing in a single core. shader-driven tile-based deferred rendering (TBDR) architecture • Multi-processor options enable scalability to higher performance • Support for all industry standard PowerVR SGX Family mobile and desktop graphics APIs and operating sytems Series5XT SGX543MP1-16, SGX544MP1-16, SGX554MP1-16 • Fully backwards compatible with PowerVR MBX and SGX Series5 Series5 SGX520, SGX530, SGX531, SGX535, SGX540, SGX545 Benefits Multi-standard API and OS • Extensive product line supports all area/performance requirements OpenGL -
EEMBC and the Purposes of Embedded Processor Benchmarking Markus Levy, President
EEMBC and the Purposes of Embedded Processor Benchmarking Markus Levy, President ISPASS 2005 Certified Performance Analysis for Embedded Systems Designers EEMBC: A Historical Perspective • Began as an EDN Magazine project in April 1997 • Replace Dhrystone • Have meaningful measure for explaining processor behavior • Developed business model • Invited worldwide processor vendors • A consortium was born 1 EEMBC Membership • Board Member • Membership Dues: $30,000 (1st year); $16,000 (subsequent years) • Access and Participation on ALL Subcommittees • Full Voting Rights • Subcommittee Member • Membership Dues Are Subcommittee Specific • Access to Specific Benchmarks • Technical Involvement Within Subcommittee • Help Determine Next Generation Benchmarks • Special Academic Membership EEMBC Philosophy: Standardized Benchmarks and Certified Scores • Member derived benchmarks • Determine the standard, the process, and the benchmarks • Open to industry feedback • Ensures all processor/compiler vendors are running the same tests • Certification process ensures credibility • All benchmark scores officially validated before publication • The entire benchmark environment must be disclosed 2 Embedded Industry: Represented by Very Diverse Applications • Networking • Storage, low- and high-end routers, switches • Consumer • Games, set top boxes, car navigation, smartcards • Wireless • Cellular, routers • Office Automation • Printers, copiers, imaging • Automotive • Engine control, Telematics Traditional Division of Embedded Applications Low High Power -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Imagination Technologies Group Plc Annual Report 2006
Imagination Technologies Group plc Annual Report 2006 The data and projections shown on pages 1-24 are the product of consolidated partner data, analyst information and Imagination Technologies research. Imagination Technologies, the Imagination Technologies logo, PowerVR, the PowerVR logo, Metagence, the Metagence logo, Ensigma, the Ensigma logo, PURE Digital, IMGworks, CodeScape, META, MTX, MBX, MBX Lite, SGX, UCC, MiniEngine, PocketDAB, ReVu, the Bug, the Bug logo, Legato, EVOKE-1, TEMPUS, CHRONOS, OASIS, PURE ONE, SONUS-1XT and Élan are trademarks or registered trademarks of Imagination Technologies Limited. All other logos, products, trademarks and registered trademarks are the property of their respective owners. Copyright © 2006 Imagination Technologies Limited, an Imagination Technologies Group plc company. 4 colour print + matt lamination on 1 side, 215x280mm (h) trim size with 4mm spin, 300gsm board fold, gather and perfect bind 19/06/2006 Contact Oscar Tse / IMG Publications / 01923 260511 / [email protected] Introduction Improvements in technology mean that more and more functions can be integrated onto just one silicon chip. Whilst in the past, half a dozen companies might each have made a specialised chip to go into an advanced product like a TV or mobile phone, now it is more likely that one large semiconductor company will make a single chip that contains most, if not all, of that specialised knowledge. That’s where silicon IP, or ‘intellectual property’ comes in. Semiconductor companies can licence parts of a chip design from companies that specialise in those advanced technologies, instead of developing the technology themselves. They are especially likely to do this in new market areas. -
Real-Time Rendering Techniques with Hardware Tessellation
Volume 34 (2015), Number x pp. 0–24 COMPUTER GRAPHICS forum Real-time Rendering Techniques with Hardware Tessellation M. Nießner1 and B. Keinert2 and M. Fisher1 and M. Stamminger2 and C. Loop3 and H. Schäfer2 1Stanford University 2University of Erlangen-Nuremberg 3Microsoft Research Abstract Graphics hardware has been progressively optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on-the-fly within the GPU’s rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real-time applications. However, many well- established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly-detailed surfaces in real-time. 1. Introduction Hardware tessellation has attained widespread use in computer games for displaying highly-detailed, possibly an- Graphics hardware originated with the goal of efficiently imated, objects. In the animation industry, where displaced rendering geometric surfaces. GPUs achieve high perfor- subdivision surfaces are the typical modeling and rendering mance by using a pipeline where large components are per- primitive, hardware tessellation has also been identified as a formed independently and in parallel. -
NVIDIA Quadro Technical Specifications
NVIDIA Quadro Technical Specifications NVIDIA Quadro Workstation GPU High-resolution Antialiasing ° Dassault CATIA • Full 128-bit floating point precision • Up to 16x full-scene antialiasing (FSAA), ° ESRI ArcGIS pipeline at resolutions up to 1920 x 1200 ° ICEM Surf • 12-bit subpixel precision • 12-bit subpixel sampling precision ° MSC.Nastran, MSC.Patran • Hardware-accelerated antialiased enhances AA quality ° PTC Pro/ENGINEER Wildfire, points and lines • Rotated-grid FSAA significantly 3Dpaint, CDRS The NVIDIA Quadro® family of In addition to a full line up of 2D and • Hardware OpenGL overlay planes increases color accuracy and visual ° SolidWorks • Hardware-accelerated two-sided quality for edges, while maintaining ° UDS NX Series, I-deas, SolidEdge, professional solutions for workstations 3D workstation graphics solutions, the lighting performance3 Unigraphics, SDRC delivers the fastest application NVIDIA Quadro professional products • Hardware-accelerated clipping planes and many more… Memory performance and the highest quality include a set of specialty solutions that • Third-generation occlusion culling • Digital Content Creation (DCC) graphics. have been architected to meet the • 16 textures per pixel • High-speed memory (up to 512MB Alias Maya, MOTIONBUILDER needs of a wide range of industry • OpenGL quad-buffered stereo (3-pin GDDR3) ° NewTek Lightwave 3D Raw performance and quality are only sync connector) • Advanced lossless compression ° professionals. These specialty Autodesk Media and Entertainment the beginning. The NVIDIA -
Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading
Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading Yong He Yan Gu Kayvon Fatahalian Carnegie Mellon University Abstract compute capability as a primary mechanism for improving the qual- ity of real-time graphics. Simply put, to scale to more advanced Due to complex shaders and high-resolution displays (particularly rendering effects and to high-resolution outputs, future GPUs must on mobile graphics platforms), fragment shading often dominates adopt techniques that perform shading calculations more efficiently the cost of rendering in games. To improve the efficiency of shad- than the brute-force approaches used today. ing on GPUs, we extend the graphics pipeline to natively support techniques that adaptively sample components of the shading func- In this paper, we enable high-quality shading at reduced cost on tion more sparsely than per-pixel rates. We perform an extensive GPUs by extending the graphics pipeline’s fragment shading stage study of the challenges of integrating adaptive, multi-rate shading to natively support techniques that adaptively sample aspects of the into the graphics pipeline, and evaluate two- and three-rate imple- shading function more sparsely than per-pixel rates. Specifically, mentations that we believe are practical evolutions of modern GPU our extensions allow different components of the pipeline’s shad- designs. We design new shading language abstractions that sim- ing function to be evaluated at different screen-space rates and pro- plify development of shaders for this system, and design adaptive vide mechanisms for shader programs to dynamically determine (at techniques that use these mechanisms to reduce the number of in- fine screen granularity) which computations to perform at which structions performed during shading by more than a factor of three rates. -
Troubleshooting Guide Table of Contents -1- General Information
Troubleshooting Guide This troubleshooting guide will provide you with information about Star Wars®: Episode I Battle for Naboo™. You will find solutions to problems that were encountered while running this program in the Windows 95, 98, 2000 and Millennium Edition (ME) Operating Systems. Table of Contents 1. General Information 2. General Troubleshooting 3. Installation 4. Performance 5. Video Issues 6. Sound Issues 7. CD-ROM Drive Issues 8. Controller Device Issues 9. DirectX Setup 10. How to Contact LucasArts 11. Web Sites -1- General Information DISCLAIMER This troubleshooting guide reflects LucasArts’ best efforts to account for and attempt to solve 6 problems that you may encounter while playing the Battle for Naboo computer video game. LucasArts makes no representation or warranty about the accuracy of the information provided in this troubleshooting guide, what may result or not result from following the suggestions contained in this troubleshooting guide or your success in solving the problems that are causing you to consult this troubleshooting guide. Your decision to follow the suggestions contained in this troubleshooting guide is entirely at your own risk and subject to the specific terms and legal disclaimers stated below and set forth in the Software License and Limited Warranty to which you previously agreed to be bound. This troubleshooting guide also contains reference to third parties and/or third party web sites. The third party web sites are not under the control of LucasArts and LucasArts is not responsible for the contents of any third party web site referenced in this troubleshooting guide or in any other materials provided by LucasArts with the Battle for Naboo computer video game, including without limitation any link contained in a third party web site, or any changes or updates to a third party web site. -
Graphics Pipeline and Rasterization
Graphics Pipeline & Rasterization Image removed due to copyright restrictions. MIT EECS 6.837 – Matusik 1 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 2 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. • Most global effects available in ray tracing will be sacrificed for speed, but some can be approximated 3 Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does ray hit triangle? Keep closest hit Scene primitives Pixel raster 4 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives Pixel raster Scene primitives Pixel raster 5 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives It’s just a different orderPixel raster of the loops! -
Graphics Pipeline
Graphics Pipeline What is graphics API ? • A low-level interface to graphics hardware • OpenGL About 120 commands to specify 2D and 3D graphics Graphics API and Graphics Pipeline OS independent Efficient Rendering and Data transfer Event Driven Programming OpenGL What it isn’t: A windowing program or input driver because How many of you have programmed in OpenGL? How extensively? OpenGL GLUT: window management, keyboard, mouse, menue GLU: higher level library, complex objects How does it work? Primitives: drawing a polygon From the implementor’s perspective: geometric objects properties: color… pixels move camera and objects around graphics pipeline Primitives Build models in appropriate units (microns, meters, etc.). Primitives Rotate From simple shapes: triangles, polygons,… Is it Convert to + material Translate 3D to 2D visible? pixels properties Scale Primitives 1 Primitives: drawing a polygon Primitives: drawing a polygon • Put GL into draw-polygon state glBegin(GL_POLYGON); • Send it the points making up the polygon glVertex2f(x0, y0); glVertex2f(x1, y1); glVertex2f(x2, y2) ... • Tell it we’re finished glEnd(); Primitives Primitives Triangle Strips Polygon Restrictions Minimize number of vertices to be processed • OpenGL Polygons must be simple • OpenGL Polygons must be convex (a) simple, but not convex TR1 = p0, p1, p2 convex TR2 = p1, p2, p3 Strip = p0, p1, p2, p3, p4,… (b) non-simple 9 10 Material Properties: Color Primitives: Material Properties • glColor3f (r, g, b); Red, green & blue color model color, transparency, reflection -
3Dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli
3dfx Oral History Panel Gordon Campbell, Scott Sellers, Ross Q. Smith, and Gary M. Tarolli Interviewed by: Shayne Hodge Recorded: July 29, 2013 Mountain View, California CHM Reference number: X6887.2013 © 2013 Computer History Museum 3dfx Oral History Panel Shayne Hodge: OK. My name is Shayne Hodge. This is July 29, 2013 at the afternoon in the Computer History Museum. We have with us today the founders of 3dfx, a graphics company from the 1990s of considerable influence. From left to right on the camera-- I'll let you guys introduce yourselves. Gary Tarolli: I'm Gary Tarolli. Scott Sellers: I'm Scott Sellers. Ross Smith: Ross Smith. Gordon Campbell: And Gordon Campbell. Hodge: And so why don't each of you take about a minute or two and describe your lives roughly up to the point where you need to say 3dfx to continue describing them. Tarolli: All right. Where do you want us to start? Hodge: Birth. Tarolli: Birth. Oh, born in New York, grew up in rural New York. Had a pretty uneventful childhood, but excelled at math and science. So I went to school for math at RPI [Rensselaer Polytechnic Institute] in Troy, New York. And there is where I met my first computer, a good old IBM mainframe that we were just talking about before [this taping], with punch cards. So I wrote my first computer program there and sort of fell in love with computer. So I became a computer scientist really. So I took all their computer science courses, went on to Caltech for VLSI engineering, which is where I met some people that influenced my career life afterwards. -
CPU-GPU Hybrid Real Time Ray Tracing Framework
Volume 0 (1981), Number 0 pp. 1–8 CPU-GPU Hybrid Real Time Ray Tracing Framework S.Beck , A.-C. Bernstein , D. Danch and B. Fröhlich Lehrstuhl für Systeme der Virtuellen Realität, Bauhaus-Universität Weimar, Germany Abstract We present a new method in rendering complex 3D scenes at reasonable frame-rates targeting on Global Illumi- nation as provided by a Ray Tracing algorithm. Our approach is based on some new ideas on how to combine a CPU-based fast Ray Tracing algorithm with the capabilities of todays programmable GPUs and its powerful feed-forward-rendering algorithm. We call this approach CPU-GPU Hybrid Real Time Ray Tracing Framework. As we will show, a systematic analysis of the generations of rays of a Ray Tracer leads to different render-passes which map either to the GPU or to the CPU. Indeed all camera rays can be processed on the graphics card, and hardware accelerated shadow mapping can be used as a pre-step in calculating precise shadow boundaries within a Ray Tracer. Our arrangement of the resulting five specialized render-passes combines a fast Ray Tracer located on a multi-processing CPU with the capabilites of a modern graphics card in a new way and might be a starting point for further research. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Ray Tracing, Global Illumination, OpenGL, Hybrid CPU GPU 1. Introduction Ray Tracer can compute every pixel of an image separately Within the last years prospects in computer-graphics are in parallel which is done in clusters and render-farms and growing and the aim of high-quality rendering and natural- shortens render time.