A Survey on Bounding Volume Hierarchies for Ray Tracing
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AMD Powerpoint- White Template
RDNA Architecture Forward-looking statement This presentation contains forward-looking statements concerning Advanced Micro Devices, Inc. (AMD) including, but not limited to, the features, functionality, performance, availability, timing, pricing, expectations and expected benefits of AMD’s current and future products, which are made pursuant to the Safe Harbor provisions of the Private Securities Litigation Reform Act of 1995. Forward-looking statements are commonly identified by words such as "would," "may," "expects," "believes," "plans," "intends," "projects" and other terms with similar meaning. Investors are cautioned that the forward-looking statements in this presentation are based on current beliefs, assumptions and expectations, speak only as of the date of this presentation and involve risks and uncertainties that could cause actual results to differ materially from current expectations. Such statements are subject to certain known and unknown risks and uncertainties, many of which are difficult to predict and generally beyond AMD's control, that could cause actual results and other future events to differ materially from those expressed in, or implied or projected by, the forward-looking information and statements. Investors are urged to review in detail the risks and uncertainties in AMD's Securities and Exchange Commission filings, including but not limited to AMD's Quarterly Report on Form 10-Q for the quarter ended March 30, 2019 2 Highlights of the RDNA Workgroup Processor (WGP) ▪ Designed for lower latency and higher -
Report of Contributions
X.Org Developers Conference 2020 Report of Contributions https://xdc2020.x.org/e/XDC2020 X.Org Developer … / Report of Contributions State of text input on Wayland Contribution ID: 1 Type: not specified State of text input on Wayland Wednesday, 16 September 2020 20:15 (5 minutes) Between the last impromptu talk at GUADEC 2018, text input on Wayland has become more organized and more widely adopted. As before, the three-pronged approach of text_input, in- put_method, and virtual keyboard still causes confusion, but increased interest in implementing it helps find problems and come closer to something that really works for many usecases. The talk will mention how a broken assumption causes a broken protocol, and why we’re notdone with Wayland input methods yet. It’s recommended to people who want to know more about the current state of input methods on Wayland. Recommended background: aforementioned GUADEC talk, wayland-protocols reposi- tory, my blog: https://dcz_self.gitlab.io/ Code of Conduct Yes GSoC, EVoC or Outreachy No Primary author: DCZ, Dorota Session Classification: Demos / Lightning talks I Track Classification: Lightning Talk September 30, 2021 Page 1 X.Org Developer … / Report of Contributions IGT GPU Tools 2020 Update Contribution ID: 2 Type: not specified IGT GPU Tools 2020 Update Wednesday, 16 September 2020 20:00 (5 minutes) Short update on IGT - what has changed in the last year, where are we right now and what we have planned for the near future. IGT GPU Tools is a collection of tools and tests aiding development of DRM drivers. It’s widely used by Intel in its public CI system. -
Peter Shirley, NVIDIA
Course slides, resources, information: intro-to-dxr.cwyman.org Introduction to DirectX Raytracing Welcome & Introductions Chris Wyman, NVIDIA Shawn Hargreaves, Microsoft Peter Shirley, NVIDIA Colin Barré-Brisebois, SEED Course slides, resources, information: intro-to-dxr.cwyman.org Photography & Recording Encouraged 1 Image rendered with our course tutorials: Emerald Square scene from Open Research Content Archive Welcome • Why have this course? 2 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing How many times did you see this image on Twitter?3 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing A simple scene with added ray traced lighting • Now: Widely used API w/ray tracing support – Straightforward sharing of GPU resources – Compelling demos suggest real use cases 4 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing Left: Feasible sample count today in real-time • Now: Widely used API w/ray tracing support – Straightforward sharing of GPU resources – Compelling demos suggest real use cases • Not yet full path traced renderers – Only fast enough for a few rays per pixel – Research needed: reconstruct from low samples Right: Fully converged path tracing5 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – -
'Call of Duty: Modern Warfare' to Support Directx Raytracing on PC
‘Call of Duty: Modern Warfare’ to Support DirectX Raytracing on PC, Powered by NVIDIA GeForce RTX One of the Most Anticipated Games of the Year to Leverage NVIDIA RTX Technology on PC NVIDIA and Activision today announced that NVIDIA is the official PC partner for Call of Duty®: Modern Warfare®, the highly anticipated, all-new title scheduled for release on Oct. 25. NVIDIA is working side by side with developer Infinity Ward to bring real-time DirectX Raytracing (DXR), and NVIDIA® Adaptive Shading gaming technologies to the PC version of the new Modern Warfare. “Call of Duty: Modern Warfare is poised to reset the bar upon release this October,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “NVIDIA is proud to partner closely with this epic development and contribute toward the creation of this gripping experience. Our teams of engineers have been working closely with Infinity Ward to use NVIDIA RTX technologies to display the realistic effects and incredible immersion that Modern Warfare offers.'' The most celebrated series in Call of Duty will make its return in a powerful experience reimagined from the ground up. Published by Activision and developed by Infinity Ward, the PC version of Call of Duty: Modern Warfare will release on Blizzard Battle.net. Modern Warfare features a unified narrative experience and progression across an epic, heart-racing, single-player story, an action-packed multiplayer playground, and new cooperative gameplay. “Our work with NVIDIA GPUs has helped us throughout the PC development of Modern Warfare,'' said Dave Stohl, co-studio head at Infinity Ward. “We've seamlessly integrated the RTX features like ray tracing and adaptive shading into our rendering pipeline. -
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. -
Future-ALCF-Systems-Parker.Pdf
Future ALCF Systems Argonne Leadership Computing Facility 2021 Computational Performance Workshop, May 4-6 Scott Parker www.anl.gov Aurora Aurora: A High-level View q Intel-HPE machine arriving at Argonne in 2022 q Sustained Performance ≥ 1Exaflops DP q Compute Nodes q 2 Intel Xeons (Sapphire Rapids) q 6 Intel Xe GPUs (Ponte Vecchio [PVC]) q Node Performance > 130 TFlops q System q HPE Cray XE Platform q Greater than 10 PB of total memory q HPE Slingshot network q Fliesystem q Distributed Asynchronous Object Store (DAOS) q ≥ 230 PB of storage capacity; ≥ 25 TB/s q Lustre q 150PB of storage capacity; ~1 TB/s 3 The Evolution of Intel GPUs 4 The Evolution of Intel GPUs 5 XE Execution Unit qThe EU executes instructions q Register file q Multiple issue ports q Vector pipelines q Float Point q Integer q Extended Math q FP 64 (optional) q Matrix Extension (XMX) (optional) q Thread control q Branch q Send (memory) 6 XE Subslice qA sub-slice contains: q 16 EUs q Thread dispatch q Instruction cache q L1, texture cache, and shared local memory q Load/Store q Fixed Function (optional) q 3D Sampler q Media Sampler q Ray Tracing 7 XE 3D/Compute Slice qA slice contains q Variable number of subslices q 3D Fixed Function (optional) q Geometry q Raster 8 High Level Xe Architecture qXe GPU is composed of q 3D/Compute Slice q Media Slice q Memory Fabric / Cache 9 Aurora Compute Node • 6 Xe Architecture based GPUs PVC PVC (Ponte Vecchio) • All to all connection PVC PVC • Low latency and high bandwidth PVC PVC • 2 Intel Xeon (Sapphire Rapids) processors Slingshot -
Hardware Developments V E-CAM Deliverable 7.9 Deliverable Type: Report Delivered in July, 2020
Hardware developments V E-CAM Deliverable 7.9 Deliverable Type: Report Delivered in July, 2020 E-CAM The European Centre of Excellence for Software, Training and Consultancy in Simulation and Modelling Funded by the European Union under grant agreement 676531 E-CAM Deliverable 7.9 Page ii Project and Deliverable Information Project Title E-CAM: An e-infrastructure for software, training and discussion in simulation and modelling Project Ref. Grant Agreement 676531 Project Website https://www.e-cam2020.eu EC Project Officer Juan Pelegrín Deliverable ID D7.9 Deliverable Nature Report Dissemination Level Public Contractual Date of Delivery Project Month 54(31st March, 2020) Actual Date of Delivery 6th July, 2020 Description of Deliverable Update on "Hardware Developments IV" (Deliverable 7.7) which covers: - Report on hardware developments that will affect the scientific areas of inter- est to E-CAM and detailed feedback to the project software developers (STFC); - discussion of project software needs with hardware and software vendors, completion of survey of what is already available for particular hardware plat- forms (FR-IDF); and, - detailed output from direct face-to-face session between the project end- users, developers and hardware vendors (ICHEC). Document Control Information Title: Hardware developments V ID: D7.9 Version: As of July, 2020 Document Status: Accepted by WP leader Available at: https://www.e-cam2020.eu/deliverables Document history: Internal Project Management Link Review Review Status: Reviewed Written by: Alan Ó Cais(JSC) Contributors: Christopher Werner (ICHEC), Simon Wong (ICHEC), Padraig Ó Conbhuí Authorship (ICHEC), Alan Ó Cais (JSC), Jony Castagna (STFC), Godehard Sutmann (JSC) Reviewed by: Luke Drury (NUID UCD) and Jony Castagna (STFC) Approved by: Godehard Sutmann (JSC) Document Keywords Keywords: E-CAM, HPC, Hardware, CECAM, Materials 6th July, 2020 Disclaimer:This deliverable has been prepared by the responsible Work Package of the Project in accordance with the Consortium Agreement and the Grant Agreement. -
Marc and Mentat Release Guide
Marc and Mentat Release Guide Marc® and Mentat® 2020 Release Guide Corporate Europe, Middle East, Africa MSC Software Corporation MSC Software GmbH 4675 MacArthur Court, Suite 900 Am Moosfeld 13 Newport Beach, CA 92660 81829 Munich, Germany Telephone: (714) 540-8900 Telephone: (49) 89 431 98 70 Toll Free Number: 1 855 672 7638 Email: [email protected] Email: [email protected] Japan Asia-Pacific MSC Software Japan Ltd. MSC Software (S) Pte. Ltd. Shinjuku First West 8F 100 Beach Road 23-7 Nishi Shinjuku #16-05 Shaw Tower 1-Chome, Shinjuku-Ku Singapore 189702 Tokyo 160-0023, JAPAN Telephone: 65-6272-0082 Telephone: (81) (3)-6911-1200 Email: [email protected] Email: [email protected] Worldwide Web www.mscsoftware.com Support http://www.mscsoftware.com/Contents/Services/Technical-Support/Contact-Technical-Support.aspx Disclaimer User Documentation: Copyright 2020 MSC Software Corporation. All Rights Reserved. This document, and the software described in it, are furnished under license and may be used or copied only in accordance with the terms of such license. Any reproduction or distribution of this document, in whole or in part, without the prior written authorization of MSC Software Corporation is strictly prohibited. MSC Software Corporation reserves the right to make changes in specifications and other information contained in this document without prior notice. The concepts, methods, and examples presented in this document are for illustrative and educational purposes only and are not intended to be exhaustive or to apply to any particular engineering problem or design. THIS DOCUMENT IS PROVIDED ON AN “AS-IS” BASIS AND ALL EXPRESS AND IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED, EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID. -
Are We Done with Ray Tracing? State-Of-The-Art and Challenges in Game Ray Tracing
Are We Done With Ray Tracing? State-of-the-Art and Challenges in Game Ray Tracing Colin Barré-Brisebois, @ZigguratVertigo SEED – Electronic Arts How did we get here? GDC 2018 – DXR Unveiled “Ray tracing is the future and ever will be” [Electronic Arts, SEED] [Epic Games, NVIDIA, ILMxLAB] [SEED 2018] Real-Time Ray Tracing in Software and Hardware Real-Time Hybrid Ray Tracing in Unreal Engine 4 [https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html] [Courtesy of Epic Games, Goodbye Kansas, Deep Forest Films] [Courtesy of Epic Games, Goodbye Kansas, Deep Forest Films] [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] [Christophe Schied, NVIDIA Lightspeed Studios™] SIGGRAPH 2019 – Are We Done With Ray Tracing? – State-of-the-Art and Challenges in Game Ray Tracing And many more… ▪ Assetto Corsa ▪ JX3 ▪ Atomic Heart ▪ Mech Warrior V: Mercenaries ▪ Call of Duty: Modern Warfare ▪ Project DH ▪ Cyberpunk 2077 ▪ Stay in the Light ▪ Enlisted ▪ Vampire: The Masquerade – Bloodlines 2 ▪ Justice ▪ Watch Dogs: Legion ▪ Wolfenstein: Youngblood Just the beginning of real-time ray tracing making its way into game products We’re in for a great ride, and the work is not done! This is super exciting! ☺ SIGGRAPH 2019 – Are We Done With Ray Tracing? -
Rendering of Feature-Rich Dynamically Changing Volumetric Datasets on GPU
Procedia Computer Science Volume 29, 2014, Pages 648–658 ICCS 2014. 14th International Conference on Computational Science Rendering of Feature-Rich Dynamically Changing Volumetric Datasets on GPU Martin Schreiber, Atanas Atanasov, Philipp Neumann, and Hans-Joachim Bungartz Technische Universit¨at M¨unchen, Munich, Germany [email protected],[email protected],[email protected],[email protected] Abstract Interactive photo-realistic representation of dynamic liquid volumes is a challenging task for today’s GPUs and state-of-the-art visualization algorithms. Methods of the last two decades consider either static volumetric datasets applying several optimizations for volume casting, or dynamic volumetric datasets with rough approximations to realistic rendering. Nevertheless, accurate real-time visualization of dynamic datasets is crucial in areas of scientific visualization as well as areas demanding for accurate rendering of feature-rich datasets. An accurate and thus realistic visualization of such datasets leads to new challenges: due to restrictions given by computational performance, the datasets may be relatively small compared to the screen resolution, and thus each voxel has to be rendered highly oversampled. With our volumetric datasets based on a real-time lattice Boltzmann fluid simulation creating dynamic cavities and small droplets, existing real-time implementations are not applicable for a realistic surface extraction. This work presents a volume tracing algorithm capable of producing multiple refractions which is also robust to small droplets and cavities. Furthermore we show advantages of our volume tracing algorithm compared to other implementations. Keywords: 1 Introduction The photo-realistic real-time rendering of dynamic liquids, represented by free surface flows and volumetric datasets, has been studied in numerous works [13, 9, 10, 14, 18]. -
Ray Casting Architectures for Volume Visualization
Ray Casting Architectures for Volume Visualization The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Ray, Harvey, Hanspeter Pfister, Deborah Silver, and Todd A. Cook. 1999. Ray casting architectures for volume visualization. IEEE Transactions on Visualization and Computer Graphics 5(3): 210-223. Published Version doi:10.1109/2945.795213 Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:4138553 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Ray Casting Architectures for Volume Visualization Harvey Ray, Hansp eter P ster , Deb orah Silver , Todd A. Co ok Abstract | Real-time visualization of large volume datasets demands high p erformance computation, pushing the stor- age, pro cessing, and data communication requirements to the limits of current technology. General purp ose paral- lel pro cessors have b een used to visualize mo derate size datasets at interactive frame rates; however, the cost and size of these sup ercomputers inhibits the widespread use for real-time visualization. This pap er surveys several sp e- cial purp ose architectures that seek to render volumes at interactive rates. These sp ecialized visualization accelera- tors have cost, p erformance, and size advantages over par- allel pro cessors. All architectures implement ray casting using parallel and pip elined hardware. Weintro duce a new metric that normalizes p erformance to compare these ar- Fig. -
Intro to Parallel Computing
Intro To Parallel Computing John Urbanic Parallel Computing Scientist Pittsburgh Supercomputing Center Copyright 2021 Purpose of this talk ⚫ This is the 50,000 ft. view of the parallel computing landscape. We want to orient you a bit before parachuting you down into the trenches. ⚫ This talk bookends our technical content along with the Outro to Parallel Computing talk. The Intro has a strong emphasis on hardware, as this dictates the reasons that the software has the form and function that it has. Hopefully our programming constraints will seem less arbitrary. ⚫ The Outro talk can discuss alternative software approaches in a meaningful way because you will then have one base of knowledge against which we can compare and contrast. ⚫ The plan is that you walk away with a knowledge of not just MPI, etc. but where it fits into the world of High Performance Computing. FLOPS we need: Climate change analysis Simulations Extreme data • Cloud resolution, quantifying uncertainty, • “Reanalysis” projects need 100 more computing understanding tipping points, etc., will to analyze observations drive climate to exascale platforms • Machine learning and other analytics • New math, models, and systems support are needed today for petabyte data sets will be needed • Combined simulation/observation will empower policy makers and scientists Courtesy Horst Simon, LBNL Exascale combustion simulations ⚫ Goal: 50% improvement in engine efficiency ⚫ Center for Exascale Simulation of Combustion in Turbulence (ExaCT) – Combines simulation and experimentation –