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Matrox Parhelia, Matrox Millennium P750, Matrox Millennium P650
ENGLISH Matrox Parhelia Matrox Millennium P750 Matrox Millennium P650 User Guide 10818-301-0210 2005.02.28 Hardware installation This section describes how to install your Matrox card. If your Matrox graphics card is already installed in your computer, skip to “Standard (ATX) connection setup”, page 6 or “Low-profile connection setup”, page 10. For information specific to your computer, like how to remove its cover, see your system manual. WARNING: To avoid personal injury, turn off your computer, unplug it, and then wait for it to cool before you touch any of its internal parts. Also, static electricity can severely damage electronic parts. Before touching any electronic parts, drain static electricity from your body (for example, by touching the metal frame of your computer). When handling a card, carefully hold it by its edges and avoid touching its circuitry. Note: If your Matrox product supports stereo output and you want to use a stereo-output bracket (provided with some Matrox products), you need to connect your stereo-output bracket to your graphics card. For more information, see “Stereo output”, page 21. Stereo-output bracket Note: Matrox low-profile graphics cards ship with standard (ATX) brackets compatible with most systems. If you have a low-profile system, you may need to change the standard bracket on your graphics card to a low-profile bracket. For more information, see “Replacing brackets on a low-profile graphics card”, page 5. 1 Open your computer and remove your existing graphics card * If a graphics card isn’t already installed in your computer, skip to step 2. -
John Carmack Archive - .Plan (2002)
John Carmack Archive - .plan (2002) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 February 2 1.1 Last month I wrote the Radeon 8500 support for Doom. (Feb 11, 2002) .......................... 2 2 March 6 2.1 Mar 15, 2002 ........................... 6 3 June 7 3.1 The Matrox Parhelia Report (Jun 25, 2002) .......... 7 3.2 More graphics card notes (Jun 27, 2002) ........... 8 1 Chapter 1 February 1.1 Last month I wrote the Radeon 8500 sup- port for Doom. (Feb 11, 2002) The bottom line is that it will be a fine card for the game, but the details are sort of interesting. I had a pre-production board before Siggraph last year, and we were dis- cussing the possibility of letting ATI show a Doom demo behind closed doors on it. We were all very busy at the time, but I took a shot at bringing up support over a weekend. I hadn’t coded any of the support for the cus- tom ATI extensions yet, but I ran the game using only standard OpenGL calls (this is not a supported path, because without bump mapping ev- erything looks horrible) to see how it would do. It didn’t even draw the console correctly, because they had driver bugs with texGen. I thought the odds were very long against having all the new, untested extensions working properly, so I pushed off working on it until they had revved the drivers a few more times. My judgment was colored by the experience of bringing up Doom on the original Radeon card a year earlier, which involved chasing a lot of driver bugs. -
GPU Architecture • Display Controller • Designing for Safety • Vision Processing
i.MX 8 GRAPHICS ARCHITECTURE FTF-DES-N1940 RAFAL MALEWSKI HEAD OF GRAPHICS TECH ENGINEERING CENTER MAY 18, 2016 PUBLIC USE AGENDA • i.MX 8 Series Scalability • GPU Architecture • Display Controller • Designing for Safety • Vision Processing 1 PUBLIC USE #NXPFTF 1 PUBLIC USE #NXPFTF i.MX is… 2 PUBLIC USE #NXPFTF SoC Scalability = Investment Re-Use Replace the Chip a Increase capability. (Pin, Software, IP compatibility among parts) 3 PUBLIC USE #NXPFTF i.MX 8 Series GPU Cores • Dual Core GPU Up to 4 displays Accelerated ARM Cores • 16 Vec4 Shaders Vision Cortex-A53 | Cortex-A72 8 • Up to 128 GFLOPS • 64 execution units 8QuadMax 8 • Tessellation/Geometry total pixels Shaders Pin Compatibility Pin • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS • 32 execution units 4 total pixels 8QuadPlus • Tessellation/Geometry Compatibility Software Shaders • Dual Core GPU Up to 4 displays Accelerated • 8 Vec4 Shaders Vision 4 • Up to 64 GFLOPS 4 • 32 execution units 8Quad • Tessellation/Geometry total pixels Shaders • Single Core GPU Up to 2 displays Accelerated • 8 Vec4 Shaders 2x 1080p total Vision • Up to 64 GFLOPS pixels Compatibility Pin 8 • 32 execution units 8Dual8Solo • Tessellation/Geometry Shaders • Single Core GPU Up to 2 displays Accelerated • 4 Vec4 Shaders 2x 1080p total Vision • Up to 32 GFLOPS pixels 4 • 16 execution units 8DualLite8Solo • Tessellation/Geometry Shaders 4 PUBLIC USE #NXPFTF i.MX 8 Series – The Doubles GPU Cores • Dual Core GPU Up to 4 displays Accelerated • 16 Vec4 Shaders Vision -
Directx and GPU (Nvidia-Centric) History Why
10/12/09 DirectX and GPU (Nvidia-centric) History DirectX 6 DirectX 7! ! DirectX 8! DirectX 9! DirectX 9.0c! Multitexturing! T&L ! SM 1.x! SM 2.0! SM 3.0! DirectX 5! Riva TNT GeForce 256 ! ! GeForce3! GeForceFX! GeForce 6! Riva 128! (NV4) (NV10) (NV20) Cg! (NV30) (NV40) XNA and Programmable Shaders DirectX 2! 1996! 1998! 1999! 2000! 2001! 2002! 2003! 2004! DirectX 10! Prof. Hsien-Hsin Sean Lee SM 4.0! GTX200 NVidia’s Unified Shader Model! Dualx1.4 billion GeForce 8 School of Electrical and Computer 3dfx’s response 3dfx demise ! Transistors first to Voodoo2 (G80) ~1.2GHz Engineering Voodoo chip GeForce 9! Georgia Institute of Technology 2006! 2008! GT 200 2009! ! GT 300! Adapted from David Kirk’s slide Why Programmable Shaders Evolution of Graphics Processing Units • Hardwired pipeline • Pre-GPU – Video controller – Produces limited effects – Dumb frame buffer – Effects look the same • First generation GPU – PCI bus – Gamers want unique look-n-feel – Rasterization done on GPU – Multi-texturing somewhat alleviates this, but not enough – ATI Rage, Nvidia TNT2, 3dfx Voodoo3 (‘96) • Second generation GPU – Less interoperable, less portable – AGP – Include T&L into GPU (D3D 7.0) • Programmable Shaders – Nvidia GeForce 256 (NV10), ATI Radeon 7500, S3 Savage3D (’98) – Vertex Shader • Third generation GPU – Programmable vertex and fragment shaders (D3D 8.0, SM1.0) – Pixel or Fragment Shader – Nvidia GeForce3, ATI Radeon 8500, Microsoft Xbox (’01) – Starting from DX 8.0 (assembly) • Fourth generation GPU – Programmable vertex and fragment shaders -
MSI Afterburner V4.6.4
MSI Afterburner v4.6.4 MSI Afterburner is ultimate graphics card utility, co-developed by MSI and RivaTuner teams. Please visit https://msi.com/page/afterburner to get more information about the product and download new versions SYSTEM REQUIREMENTS: ...................................................................................................................................... 3 FEATURES: ............................................................................................................................................................. 3 KNOWN LIMITATIONS:........................................................................................................................................... 4 REVISION HISTORY: ................................................................................................................................................ 5 VERSION 4.6.4 .............................................................................................................................................................. 5 VERSION 4.6.3 (PUBLISHED ON 03.03.2021) .................................................................................................................... 5 VERSION 4.6.2 (PUBLISHED ON 29.10.2019) .................................................................................................................... 6 VERSION 4.6.1 (PUBLISHED ON 21.04.2019) .................................................................................................................... 7 VERSION 4.6.0 (PUBLISHED ON -
Graphics Shaders Mike Hergaarden January 2011, VU Amsterdam
Graphics shaders Mike Hergaarden January 2011, VU Amsterdam [Source: http://unity3d.com/support/documentation/Manual/Materials.html] Abstract Shaders are the key to finalizing any image rendering, be it computer games, images or movies. Shaders have greatly improved the output of computer generated media; from photo-realistic computer generated humans to more vivid cartoon movies. Furthermore shaders paved the way to general-purpose computation on GPU (GPGPU). This paper introduces shaders by discussing the theory and practice. Introduction A shader is a piece of code that is executed on the Graphics Processing Unit (GPU), usually found on a graphics card, to manipulate an image before it is drawn to the screen. Shaders allow for various kinds of rendering effect, ranging from adding an X-Ray view to adding cartoony outlines to rendering output. The history of shaders starts at LucasFilm in the early 1980’s. LucasFilm hired graphics programmers to computerize the special effects industry [1]. This proved a success for the film/ rendering industry, especially at Pixars Toy Story movie launch in 1995. RenderMan introduced the notion of Shaders; “The Renderman Shading Language allows material definitions of surfaces to be described in not only a simple manner, but also highly complex and custom manner using a C like language. Using this method as opposed to a pre-defined set of materials allows for complex procedural textures, new shading models and programmable lighting. Another thing that sets the renderers based on the RISpec apart from many other renderers, is the ability to output arbitrary variables as an image—surface normals, separate lighting passes and pretty much anything else can be output from the renderer in one pass.” [1] The term shader was first only used to refer to “pixel shaders”, but soon enough new uses of shaders such as vertex and geometry shaders were introduced, making the term shaders more general. -
CPU-GPU Benchmark Description
UC San Diego UC San Diego Electronic Theses and Dissertations Title Heterogeneity and Density Aware Design of Computing Systems Permalink https://escholarship.org/uc/item/9qd6w8cw Author Arora, Manish Publication Date 2018 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, SAN DIEGO Heterogeneity and Density Aware Design of Computing Systems A dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in Computer Science (Computer Engineering) by Manish Arora Committee in charge: Professor Dean M. Tullsen, Chair Professor Renkun Chen Professor George Porter Professor Tajana Simunic Rosing Professor Steve Swanson 2018 Copyright Manish Arora, 2018 All rights reserved. The dissertation of Manish Arora is approved, and it is ac- ceptable in quality and form for publication on microfilm and electronically: Chair University of California, San Diego 2018 iii DEDICATION To my family and friends. iv EPIGRAPH Do not be embarrassed by your failures, learn from them and start again. —Richard Branson If something’s important enough, you should try. Even if the probable outcome is failure. —Elon Musk v TABLE OF CONTENTS Signature Page . iii Dedication . iv Epigraph . v Table of Contents . vi List of Figures . viii List of Tables . x Acknowledgements . xi Vita . xiii Abstract of the Dissertation . xvi Chapter 1 Introduction . 1 1.1 Design for Heterogeneity . 2 1.1.1 Heterogeneity Aware Design . 3 1.2 Design for Density . 6 1.2.1 Density Aware Design . 7 1.3 Overview of Dissertation . 8 Chapter 2 Background . 10 2.1 GPGPU Computing . 10 2.2 CPU-GPU Systems . -
Passmark Software - Video Card (GPU) Benchmark Charts - Video Car
PassMark Software - Video Card (GPU) Benchmark Charts - Video Car... https://www.videocardbenchmark.net/gpu_list.php Home Software Hardware Benchmarks Services Store Support Forums About Us Home » Video Card Benchmarks » Video Card List CPU Benchmarks Video Card Benchmarks Hard Drive Benchmarks RAM PC Systems Android iOS / iPhone Videocard Benchmarks ----Select A Page ---- Over 800,000 Video Cards Benchmarked Video Card List How does your Video Card compare? Below is an alphabetical list of all Video Card types that appear in the charts. Clicking on a Add your card to our benchmark specific Video Card will take you to the chart it appears in and will highlight it for you. charts with PerformanceTest V9 ! Passmark G3D Rank Videocard Value Price Videocard Name Mark (lower is better) (higher is better) (USD) (higher is better) Quadro P6000 13648 1 2.84 $4,808.00 GeForce GTX 1080 Ti 13526 2 19.32 $699.99 NVIDIA TITAN X 13026 3 10.86 $1,200.00* NVIDIA TITAN Xp 12962 4 10.80 $1,200.00* GeForce GTX 1070 Ti 12346 5 27.44 $449.99 GeForce GTX 1080 12038 6 24.08 $499.99 Radeon RX Vega 64 11805 7 22.70 $519.99 Radeon Vega Frontier Edition 11698 8 11.94 $979.99 Radeon RX Vega 11533 9 25.63 $449.99 Radeon RX Vega 56 11517 10 NA NA GeForce GTX 980 Ti 11311 11 17.40 $649.99 Radeon Pro WX 9100 11021 12 NA NA GeForce GTX 1070 10986 13 27.47 $399.99 GeForce GTX TITAN X 10675 14 3.17 $3,363.06 Quadro M6000 24GB 10239 15 NA NA GeForce GTX 1080 with Max-Q Design 10207 16 NA NA Quadro P5000 10188 17 5.72 $1,779.67 Quadro P4000 10078 18 12.61 $799.00 GeForce GTX 980 9569 19 21.27 $449.86 Radeon R9 Fury 9562 20 23.91 $399.99* Radeon Pro Duo 9472 21 10.89 $869.99 Quadro M6000 9392 22 2.35 $3,999.00 Quadro M5500 9322 23 NA NA Quadro GP100 9214 24 NA NA GeForce GTX 780 Ti 8881 25 22.21 $399.99 1 z 37 2017-11-16, 09:13 PassMark Software - Video Card (GPU) Benchmark Charts - Video Car.. -
Release Letter
Security Systems From Product Manager Telephone Nuremberg STVC/PRM +49 911 93456 0 07.08.2008 Release Letter Product: MPEG-ActiveX Version: 3.03.0009 This letter contains latest information about the above mentioned software version. This version is a maintenance release to version 3.02 and thus provides the same feature set as well as the same performance values. 1. Changes • This MPEG-ActiveX allows showing video while both the VIDOS Lite Viewer and a Web browser displaying a FW 3.5x BVIP unit’s Web page are running on the same PC. 1 BOSCH and the symbol are registered trademarks of Robert Bosch GmbH, Germany Security Systems From Product Manager Telephone Nuremberg STVC/PRM +49 911 93456 0 07.08.2008 2. Restrictions; Known Issues • For 32-bit color mode the PC must support YUV overlay. • MPEG-ActiveX versions 2.7x and newer cannot display the live video of a VideoJet 400 in quad mode anymore when local recording for more than one camera is active. • For MPEG-2 rendering on Nvidia graphic cards, use driver version 71.84 or older for optimal performance. • In display mode “Dual view” on Nvidia FX1400/4400 and ATI GL V 3100 graphic cards, drag & drop from primary to secondary monitor and vice versa does not automatically refresh camera images. • Streaming works only if a RCP+ connection is established. If multicast streaming is enabled, a device can only connect to the stream if a RCP+ connection exists. Although the multicast address is enabled, the IP address must be set in addition. 3. -
Model System of Zirconium Oxide An
First-principles based treatment of charged species equilibria at electrochemical interfaces: model system of zirconium oxide and titanium oxide by Jing Yang B.S., Physics, Peking University, China Submitted to the Department of Materials Science and Engineering in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the MASSACHUSETTS INSTITUTE OF TECHONOLOGY February 2020 © Massachusetts Institute of Technology 2020. All rights reserved. Signature of Author: Jing Yang Department of Materials Science and Engineering January 10th, 2020 Certified by: Bilge Yildiz Professor of Materials Science and Engineering And Professor of Nuclear Science and Engineering Thesis Supervisor Accepted by: Donald R. Sadoway John F. Elliott Professor of Materials Chemistry Chair, Department Committee on Graduate Studies 2 First-principles based treatment of charged species equilibria at electrochemical interfaces: model system of zirconium oxide and titanium oxide by Jing Yang Submitted to the Department of Materials Science and Engineering on Jan. 10th, 2020 in partial fulfillment of the requirements for the degree of Doctor of Philosophy Abstract Ionic defects are known to influence the magnetic, electronic and transport properties of oxide materials. Understanding defect chemistry provides guidelines for defect engineering in various applications including energy storage and conversion, corrosion, and neuromorphic computing devices. While DFT calculations have been proven as a powerful tool for modeling point defects in bulk oxide materials, challenges remain for linking atomistic results with experimentally-measurable materials properties, where impurities and complicated microstructures exist and the materials deviate from ideal bulk behavior. This thesis aims to bridge this gap on two aspects. First, we study the coupled electro-chemo-mechanical effects of ionic impurities in bulk oxide materials. -
ATI Radeon Driver for Plan 9 Implementing R600 Support
Introduction Radeon Specifics Plan 9 Specifics Conclusion ATI Radeon Driver for Plan 9 Implementing R600 Support Sean Stangl ([email protected]) 15-412, Carnegie Mellon University October 23, 2009 1 Introduction Radeon Specifics Plan 9 Specifics Conclusion Introduction Chipset Schema Project Goal Radeon Specifics Available Documentation ATOMBIOS Command Processor Plan 9 Specifics Structure of Plan 9 Graphics Drivers Conclusion Figures and Estimates Questions 2 Introduction Radeon Specifics Plan 9 Specifics Conclusion Chipset Schema Radeon Numbering System I ATI has released many cards under the Radeon label. I Modern cards are prefixed with "HD". Rough Mapping from Chipset to Marketing Name R200 : Radeon {8500, 9000, 9200, 9250} R300 : Radeon {9500, 9600, 9700, 9800} R420 : Radeon {X700, X740, X800, X850} R520 : Radeon {X1300, X1600, X1800, X1900} R600 : Radeon HD {2400, 3600, 3800, 3870 X2} R700 : Radeon HD {4300, 4600, 4800, 4800 X2} 3 I R520 introduces yet another new shader model. I ATI develops ATOMBIOS, a collection of data tables and scripts stored in the ROM on each card. I R600 supports the Unified Shader Model. I The 2D engine gets unified into the 3D engine. I The register specification is completely different. I R700 is an optimized R600. Introduction Radeon Specifics Plan 9 Specifics Conclusion Chipset Schema Notable Chipset Deltas Each family roughly coincides with a DirectX version bump. I R200, R300, and R420 use a similar architecture. I Each family changes the pixel shader. 4 I R600 supports the Unified Shader Model. I The 2D engine gets unified into the 3D engine. I The register specification is completely different. -
Matrox RT.X10 Xtra Installation and User Guide
Matrox RT.X10 Xtra Installation and User Guide May 1, 2003 v 10805-201-0200 Trademarks • Marques déposées • Warenzeichen • Marchi registrati • Marcas registradas Matrox Electronic Systems Ltd.........................................Matrox®, DigiSuite®, Flex 3D™, MediaExport™, MediaTools™, RT2500™, RT.X10 Xtra™, SinglePass™, TurboDV™, X.tools™ Matrox Graphics Inc ........................................................G550™, P650™, P750™, Millennium™, Parhelia™ Adobe Systems Inc..........................................................Adobe®, Acrobat®, Photoshop®, Premiere® Advanced Micro Devices, Inc...........................................AMD Athlon™ Apple Computer, Inc ........................................................Apple®, FireWire®, QuickTime® Canon Inc........................................................................Canon® Creative Technology Ltd. .................................................Audigy™, SoundBlaster™ Inscriber Technology Corporation.....................................Inscriber®, TitleExpress™ Intel Corporation..............................................................Intel®, Pentium® International Business Machines Corporation...................IBM®, VGA® JVC .................................................................................D-9™, Digital-S™ Ligos Incorporated...........................................................Ligos®, GoMotion® Microsoft Corporation ......................................................Microsoft®, ActiveMovie®, DirectShow®, DirectSound®, DirectX®, Internet