All the Pipelines – Journey Through the Gpu Lou Kramer, Developer Technology Engineer, Amd Overview
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Real-Time Finite Element Method (FEM) and Tressfx
REAL-TIME FEM AND TRESSFX 4 ERIC LARSEN KARL HILLESLAND 1 FEBRUARY 2016 | CONFIDENTIAL FINITE ELEMENT METHOD (FEM) SIMULATION Simulates soft to nearly-rigid objects, with fracture Models object as mesh of tetrahedral elements Each element has material parameters: ‒ Young’s Modulus: How stiff the material is ‒ Poisson’s ratio: Effect of deformation on volume ‒ Yield strength: Deformation limit before permanent shape change ‒ Fracture strength: Stress limit before the material breaks 2 FEBRUARY 2016 | CONFIDENTIAL MOTIVATIONS FOR THIS METHOD Parameters give a lot of design control Can model many real-world materials ‒Rubber, metal, glass, wood, animal tissue Commonly used now for film effects ‒High-quality destruction Successful real-time use in Star Wars: The Force Unleashed 1 & 2 ‒DMM middleware [Parker and O’Brien] 3 FEBRUARY 2016 | CONFIDENTIAL OUR PROJECT New implementation of real-time FEM for games Planned CPU library release ‒Heavy use of multithreading ‒Open-source with GPUOpen license Some highlights ‒Practical method for continuous collision detection (CCD) ‒Mix of CCD and intersection contact constraints ‒Efficient integrals for intersection constraint 4 FEBRUARY 2016 | CONFIDENTIAL STATUS Proof-of-concept prototype First pass at optimization Offering an early look for feedback Several generic components 5 FEBRUARY 2016 | CONFIDENTIAL CCD Find time of impact between moving objects ‒Impulses can prevent intersections [Otaduy et al.] ‒Catches collisions with fast-moving objects Our approach ‒Conservative-advancement based ‒Geometric -
GLSL 4.50 Spec
The OpenGL® Shading Language Language Version: 4.50 Document Revision: 7 09-May-2017 Editor: John Kessenich, Google Version 1.1 Authors: John Kessenich, Dave Baldwin, Randi Rost Copyright (c) 2008-2017 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. -
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 -
Realizm Data Sheet200.Indd
The Ultimate in Professional 3D Graphics Processing Welcome to a new kind of Realizm . where precision, speed, and your creativity are combined in ways you’ve only dreamed. 3Dlabs® puts the power of the industry’s most advanced visual processing right at your fingertips with Wildcat® Realizm™ 200. 3Dlabs’ AGP 8x-based graphics solution delivers all the performance, image fidelity, and features you’d expect from a professional graphics accelerator. So, whether you’re working on realistic animations, intricate CAD renderings, or complex scientific visualizations – if you can imagine it, you can make it real with Wildcat Realizm. Remove the boundaries to Remove the boundaries to your creativity. your productivity. With Wildcat Realizm 200’s no- Wildcat Realizm graphics compromise performance plus accelerators offer the highest levels the industry’s largest memory of image precision. You get quality resources, you’ll have more time and performance in one advanced to devote to your creativity. technology solution. Unmatched VPU Performance Extreme Geometry Performance • The most advanced Visual Processing Unit (VPU) available today • Manipulate the most complex models easily in real-time offering unparalleled levels of performance, programmability, • Wildcat Realizm’s VPU features full floating-point pipelines from With over 40 years of combined engineering talent, accuracy, and fidelity input vertices to displayed pixels to offer you unparalleled levels of 3Dlabs is the only graphics hardware developer 100% • Optimized floating-point precision across the entire pipeline performance, programmability, accuracy, and fidelity dedicated to building solutions designed specifically for The Most Memory Available on Any AGP Graphics Card – Image Quality graphics professionals. • Genuine real-time image manipulation and rendering using advanced 512 MB The Advanced Benefits of Wildcat Realizm 200 . -
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. -
First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Advanced Computer Graphics to Do Motivation Real-Time Rendering
To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to -
Developer Tools Showcase
Developer Tools Showcase Randy Fernando Developer Tools Product Manager NVISION 2008 Software Content Creation Performance Education Development FX Composer Shader PerfKit Conference Presentations Debugger mental mill PerfHUD Whitepapers Artist Edition Direct3D SDK PerfSDK GPU Programming Guide NVIDIA OpenGL SDK Shader Library GLExpert Videos CUDA SDK NV PIX Plug‐in Photoshop Plug‐ins Books Cg Toolkit gDEBugger GPU Gems 3 Texture Tools NVSG GPU Gems 2 Melody PhysX SDK ShaderPerf GPU Gems PhysX Plug‐Ins PhysX VRD PhysX Tools The Cg Tutorial NVIDIA FX Composer 2.5 The World’s Most Advanced Shader Authoring Environment DirectX 10 Support NVIDIA Shader Debugger Support ShaderPerf 2.0 Integration Visual Models & Styles Particle Systems Improved User Interface Particle Systems All-New Start Page 350Z Sample Project Visual Models & Styles Other Major Features Shader Creation Wizard Code Editor Quickly create common shaders Full editor with assisted Shader Library code generation Hundreds of samples Properties Panel Texture Viewer HDR Color Picker Materials Panel View, organize, and apply textures Even More Features Automatic Light Binding Complete Scripting Support Support for DirectX 10 (Geometry Shaders, Stream Out, Texture Arrays) Support for COLLADA, .FBX, .OBJ, .3DS, .X Extensible Plug‐in Architecture with SDK Customizable Layouts Semantic and Annotation Remapping Vertex Attribute Packing Remote Control Capability New Sample Projects 350Z Visual Styles Atmospheric Scattering DirectX 10 PCSS Soft Shadows Materials Post‐Processing Simple Shadows -
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 -
The Amd Linux Graphics Stack – 2018 Edition Nicolai Hähnle Fosdem 2018
THE AMD LINUX GRAPHICS STACK – 2018 EDITION NICOLAI HÄHNLE FOSDEM 2018 1FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: KERNEL / USER-SPACE / X SERVER Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 2FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: OPEN-SOURCE / CLOSED-SOURCE Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 3FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: SUPPORT FOR GCN / PRE-GCN HARDWARE ROUGHLY: GCN = NEW GPUS OF THE LAST 5 YEARS Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM(*) SCPC libdrm radeon amdgpu (*) LLVM has pre-GCN support only for compute FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 4FEBRUARY 2018 | CONFIDENTIAL GRAPHICS STACK: PHASING OUT “LEGACY” COMPONENTS Mesa OpenGL & Multimedia Vulkan Vulkan radv AMDVLK OpenGL X Server radeonsi Pro/ r600 Workstation radeon amdgpu LLVM SCPC libdrm radeon amdgpu FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 5FEBRUARY 2018 | CONFIDENTIAL MAJOR MILESTONES OF 2017 . Upstreaming the DC display driver . Open-sourcing the AMDVLK Vulkan driver . Unified driver delivery . OpenGL 4.5 conformance in the open-source Mesa driver . Zero-day open-source support for new hardware FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 6FEBRUARY 2018 | CONFIDENTIAL KERNEL: AMDGPU AND RADEON HARDWARE SUPPORT Pre-GCN radeon GCN 1st gen (Southern Islands, SI, gfx6) GCN 2nd gen (Sea Islands, CI(K), gfx7) GCN 3rd gen (Volcanic Islands, VI, gfx8) amdgpu GCN 4th gen (Polaris, RX 4xx, RX 5xx) GCN 5th gen (RX Vega, Ryzen Mobile, gfx9) FEBRUARY 2018 | AMD LINUX GRAPHICS STACK 7FEBRUARY 2018 | CONFIDENTIAL KERNEL: AMDGPU VS. -
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.